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Showing content with the highest reputation on 12/16/22 in all areas

  1. 8 points
  2. Dear all, we are happy to deliver a substantial patch for the Viggen to you before the Holidays. The biggest and most noteworthy addition are ofc the new PBR textures, which come with a simplified and revamped paint kit as well, including all newest additions and refinements. Dynamic tactical tail numbers can now be triggered. And of course: wing vapour and LERX effects. Another big change is the overhaul of the AGM-65, which now uses the standard seeker and includes many fixes and changes to make Mavericks great again. A launch tone detection for the RWR has been added, which now will detect launch radiation patterns and help your defensive game. There are many more fixes included, like a fix for the flight model damage states desyncing with visuals, plenty of visual fixes and more, which is best taken from the changelog below. Last, but not least, we would like to mention a significant overhaul of the FM performance, mainly drag at high altitudes and mach numbers, full afterburner thrust at high mach number and the overall acceleration at high altitudes. We hope you all enjoy the changes, and as always, we would like to thank you for your kind patience and great feedback! The Heatblur Team DCS AJS-37 Viggen by Heatblur Simulations NEW: Standard AGM-65 Maverick seeker implemented Able to lock buildings and map structures. Fixed AGM-65’s being unusable after jettison then Re-Arm. Display polarity is now correctly calculated. Default EP-13 sight brightness and contrast adjusted for better visibility Default EP-13 brightness at night or dusk adjusted to avoid melting eyes. NEW: Added “launch” tone detection in RWR: RWR will now detect launch radiation patterns if defined for a given system NEW: Added native PBR textures for almost all exterior textures, improving fidelity and detail and enabling more advanced livery creation. NEW: Simplified and revamped paint kit with newest additions and refinements NEW: Added dynamic tail tactical numbers, can be triggered by setting Argument 850 to 1.0 NEW: Added overwing vapour and LERX effects. Adjusted FM performance, chiefly: Adjusted drag at high mach numbers (>~1.2) and altitudes. Full afterburner thrust at high Mach numbers (>~1.2) and altitudes adjusted Overall acceleration slower at high altitudes Corrected afterburner fuel consumption Fixed instances of flight model damage states desyncing with visuals. Default standby altimeter now set to 1013 Fixed Radar elevation not being 0 degrees relative to horizon in Terrain Avoidance mode. Fixed Standby KURS indicator being frozen at 180 degrees Changed RB24 guidance time to 0.5s from 2s. Increased RB24 proximity fuse to 9m per SwAF documentation Fixed target points being labelled as navigation points when added on the F10 map. Fixed the afterburner effect clipping and becoming oversized when the engine was stalling. Changed colours for LYSBOMB candles RB-24/74 FM’s now match ED AIM-9. Implemented major corrective pass on exterior artwork, including: Added missing hatches and details on right side of aircraft Smoothed out sharp edge on leading edge of intake Removed some clipping surfaces between interior and exterior of airbrakes Fixed some clipping of objects at wing-root between fuselage and wing-root Centre fuselage fin is now properly centred Fixed shading errors near vertical tail on exterior model Fixed several items clipping through from cockpit to exterior. Removed gap between exhaust vents and fuselage Increased canopy glass specular tiling Adjusted AoA probe locations Corrected mirrored "don't step here" decal on intake "strengthener" arm Removed erroneous decals on right side of aircraft Added additional detail to tail RWR area and revamped RWR receiver texture (Thanks Magnus S!) Corrected broken normal map artefacts on inside of aircraft intake Corrected broken polygons and gap just forward of vertical stabiliser Corrected errant tangent basis on all pylon normalmaps Fixed gaps between fuselage and inside of exhaust elements Dithered _T normal to avoid shadow banding Compressed various textures left in .png Removed normal map rendering from LoD2+ for improved performance Rebuilt LoD1 & LoD 2 and adjusted rendering ranges Remastered and revamped bare metal liveries to use PBR textures Temporarily made the “SE-DXN v3” livery simply match the bare metal base livery until re-exported using new Paintkit. PS: Check out also this very cool livery by @Mach3DS - which unfortunately could not be included in time, but will be in the next patch. In the meantime you can download it here: https://forum.dcs.world/topic/314918-the-show-must-go-on-livery/
    7 points
  3. I have included both variants (RA64519 and RF64525) in version 1.1.1215 I also included covers for the cameras that will open/close depending on airborne state. However, these are highly speculative - very few public photos available. If you don't like the implementation, let me know. I have added RA-64529 (as well as your request for RF-64514 Ty-214R) in version 1.1.1215 Tu-214/Tu-214R has been updated to version 1.1.1215 - now available for download
    7 points
  4. We do, and it's still over performing a lot at high altitudes with full burner. The performance charts can be found in "SFI AJ37 Del 3". It should be available in a thread here on the forum if searched for if you want to dive deeper. If something is changed, and mentioned in the changelog, it's most likely for more accuracy. Even if that means performance gets worse in some way.
    6 points
  5. I've done a quick benchmark with the Plazma Torture map using the RX 7900 XTX. I'm getting double the average framerate compared to the GTX 1080, and going from being GPU bottlenecked, to CPU bottlenecked. Overall quite impressed, although I'm not sure how it compares to competing cards. When I get some time tomorrow, I'll do a few more benchmarks as were suggested here. Note: Timestamps added on the video.
    6 points
  6. I understand that, which is why I've been asking you to ask your SMEs about this. They are more knowledgeable about this than either of us and being asked questions is what they are around for.
    5 points
  7. Открытая бета обновлена до версии 2.8.1.34437 (читайте список изменений) Основное: - Обновлённый модуль Ка-50. (Помимо приобретения, доступен по программе обновления с огромной скидкой, - всего за $9,99 в рублёвом эквиваленте. Но только до 23 марта, далее цена обновления вырастет до $19,99.) - Новая компания DCS: F/A-18C Rise of the Persian Lion II - Новые возможности DCS: F-16C, DCS:AH-64D и др.
    5 points
  8. 5 points
  9. Without directly quoting a manual, please go find the m3 or another specific one just before year 2000 and read carefully the section about vis submode. Especially the very first line about what sensor is initialized as SOI and where the Weapon seeker is slaved to. This should answer that pretty clearly. Talk here is not about us expecting the mav actually Locking the target 90° off bore. What we expect the mav to do is to slew to the designated location once the target box gets within seeker FOV, which it currently does not do in vis submode but somehow does in PRE.
    5 points
  10. What is the DCS: Ka-50 Black Shark 3 update? This is a paid update to the existing DCS: Ka-50 Black Shark 2 to add new systems, features and fixes to usher in another 10 years of the most advanced simulation of the Ka-50 on the market. How much will it be? The full version will be available for only $69.99 on our Shop and Steam. For owners of the Black Shark 3, you may take advantage of the Black Shark 3 Upgrade Program. This offer grants you the brand new version for only $10.99. Please note that this offer is only available for 3 months. After that, the upgrade cost will increase to $19.99. **Please note** Users who received BS2 as a gift or event prize will not be eligible for the update, the full version must be purchased. I already own the DCS: Ka-50 Black Shark 2, do I need to buy this? No, if you do not want to buy the upgrade, it will not be required. You will have everything the current Black Shark 2 module has currently, you will not receive the new systems and updated 3D model and textures. **NOTE** If you are upgrading for an older version still using Starforce and are experiencing issues, please contact support and we will get it sorted for you. Thanks! I only own the DCS: Ka-50 Black Shark 1, can I upgrade? You can only upgrade the DCS: Ka-50 Black Shark 2. You will most likely be better off to by the full version of the DCS: Ka-50 Black Shark 3. Will Ka-50 Black Shark 3 and the upgrade option be available on Steam? Yes, we plan for both. **Please Note** Those who purchased BS2 on Steam and migrated to Standalone will have to purchase BS3 upgrade on Steam and migrate once again. We cannot provide an upgrade option on Standalone to them. Why do I have to pay for this, shouldn't it be free? The paid version is for weapons and systems that required extra research, development and implementation to add." What happens to my original Ka-50 Black Shark 2 if I buy the upgrade? It will still be available to use as you remember it today. You will still be able to use all the content and such you had before, you will simply have another module called the Ka-50 III in the game to use. Alternatively, in the Mission editor, you will be able to remove the MWS sensors and Igla missiles, returning the helicopter to the original version but with the brand new 3D External model. What new features will come with the upgrade? Main features: A Missile Warning System for warning about the launch of missiles at a helicopter has been developed. The possibility of using Air-to-Air Igla missiles has been implemented. A realistic model of an Inertial Navigation System has been developed, which has the properties of a real one: it requires alignment before the flight and accumulates an error. The error of INS coordinates can be fixed in flight by previously assigned landmarks as fixpoints. New, more accurate and detailed 3D helicopter model using modern technologies and materials. The Black Shark 3 project fixed a number of old bugs and made some improvements from the users wish list and builders of home cockpits. (Also fixed for BS2) Changes in the flight dynamics model include the implementation of the engine gas-dynamic instability during the rockets launch from the inboard launchers, from hover and at low speeds. This is due to the sake of hot rocket gases into the air intakes, which can lead to a drop in thrust, surgeon and shutdown of the engines. (Also fixed for BS2) Added vibration during the transition from hovering to flight and vice versa. (Also fixed for BS2) Will there be a new Manual for DCS: Ka-50 Black Shark 3? Yes, you can find it on the doc folder for the module or you can download it here: https://www.digitalcombatsimulator.com/en/downloads/documentation/. Will there be any missions for the DCS: Ka-50 Black Shark 3? Yes, we will have a mix of new, and updated instant action and missions for the the Ka-50 Black Shark 3. Will my campaigns work with the new module? This will be up to content creators if they choose to update their campaigns to the new module, other wise they will work as normal. Why are you doing this, shouldn't you be working on the Mi-24, AH-64D and other core issues? The DCS: Ka-50 Black Shark is an important module to DCS World, keeping it updated and relevant is very important to us, and to our users. This project is only being worked on by a few devs that were instrumental in the original Ka-50 Black Shark, it has not affected any other project or core issues being addressed. Known Issues as of release Release Video: Feature and How-to Videos:
    4 points
  11. The patch I've been waiting for! Finally time to go fly the Viggen in MP again, ty!
    4 points
  12. Thank you for taking the time to fix these issues. This solves a lot of issues we faced in multiplayer. Thx!!
    4 points
  13. Also, for OP @NoodI, a full, comprehensive list of everything I know for A2G and A2A that was ever put on a USAF F-4E at any point: Air to Air Missiles Iron Bombs Guided Munitions Cluster Munitions Napalm and other incendiaries Rockets Anti-Radiation Missiles Special Munitions Targeting Pods Gun Pods ECM Pods & Countermeasure Dispensers Fuel Tanks Conclusions Thanks to being as big as a flying fortress and being pretty tall, if it could attach to a NATO standard hardpoint, it could probably be strapped on somehow to an F-4E. The Israelis, Greeks, Turks and South Koreans put some funky new weapons on their F-4Es. The F-4EJ and EJ Kai do not exist because I said so, and I am the Most Trustworthy Source In The World (real). F-4Es in Iran carry funky Iranian weaponry like M117s mounted on MIM-23 HAWK and AIM-54 PHOENIX booster assemblies, funky laser-guided rocket bombs and even AGM-65 Maverick/GBU-12 Paveway seeker heads mounted on HAWK/Phoenix boosters. Allegedly capable of carrying Soviet weaponry but I've yet to see anything proving that to be the case. From what I know nobody and certainly no multi-billion-dollar-net-worth corporation has yet developed a toilet, dog, or any other unusual, funny and quirky Comedic Ordnance to be dropped from an F-4, apart from aforementioned Leaflet bomb allegedly filled with toilet paper. I have added notes and comedic weapons/ordnance as I am a bored individual.
    4 points
  14. Sinai (Piramides of Giza) from Matt's video
    4 points
  15. Dear all, as always we would like to ask for your kind feedback regarding the last patch. Our apologies that Reforger II. is not included today yet, some minor issues are currently holding back release which we hope to iron out over the weekend, and bring it to you next week, in time before the Holidays. A new addition to the F-14 - finally! - comes in the form of wheel chocks, which will primarily help holding the Tomcat in place during turns by the carrier. They are set to be on by default for all cold starts, so do not forget to remove them, or taxiing will be difficult. Taxiing over them is not possible. Please also note: when requested to be set by the player, they appear instantly. This is on purpose, to provide immediate fixation on air craft carriers, should a player get surprised by the carrier turning. The ground crew call will follow a bit later and somewhat desynced, unfortunately this is a small, but necessary trade off. All other fixes please take from the changelog below. Thank you for your great feedback thus far, we are always looking forward to more! The Heatblur Team DCS F-14 Tomcat by Heatblur Simulations NEW: Added wheel chocks. By default on for cold starts. Fixed aircraft in place when chocks are active, avoiding deck sliding on carriers. Fixed LANTIRN CTD with 2.8. Added FPS-117 to the RWR threat library. Fixed not all masses contributing correctly to the total mass and balance on each respawn; causing discrepancies in aircraft performance on subsequent flights. Fixed shader definition for far LoD - aircraft will now sample a small part of main aircraft textures for the right colour. Fixed Op Reforger Mission 5 TALDs not working for Pontiac. Updated Quickstart F-14A_IA_NTTR_Zone5 by Reflected Simulations. Added VX-9 XF240 White Whale livery by Isaac. (Thank you!) EDIT: Our apologies, the mission fixes have not been pulled in time anymore (like the wheelchocks fix), please download them here. F-14B_Campaign_Mission5.miz F-14B_Campaign_Mission5_SC.miz
    3 points
  16. Yes. Here's a comparison made by another member of manual data versus the old performance in DCS, with his caption. All credit to @rossmum for the work, I'm just quoting. To keep it short, Heatblur did a great job making your product a better simulation of reality, so pop open a beer and let's drink to that!
    3 points
  17. Alright here: Please take 10 min of your precious time and look at the 2 trackfiles provided + the video perspective of @Moonshine (especially the parts towards the end of the tracks) 4YA FOW PVP server EU. we both take off and fly straight to the enemy airfield. I'm flying behind moonshine about 20nm. He does not see my radar sweeping his plane at all. he doesnt see my STT lock. But he gets the beeping... Timestamp of STT lock from me on moonshine in the video at 4:42. this should correlate with my track file too. All the time RWR is beeping for new ground and air emitters, yet not a single new symbology shows up. In conclusion, this is sadly unplayable. Please find the tracks and the video here: https://mega.nz/file/U2gU1ZxD#LhkNQiKDVSRodQDGByB1Xatx7bgduR-qE_iH_EdYvt0 on a sidenote, in a purely 1v1 mission, no such issues appear. i suspect it has something to do with amount of "emitters", but adding 20 ships does somehow not seem to be an issue. granted, the ships were all the same type of emitter, maybe it's the amount of different emitters causing issues? mission file i tested that 1v1 with is added too. Test.miz
    3 points
  18. Planned for January. We've remodeled the fan and you'll see more geometric detail in there, incl anims.
    3 points
  19. Yes it does. And all the other 2 and 3 pos switches have new bindings as well.
    3 points
  20. And..... guess what? Yep, you're correct no kneeboard Syria map update in todays OB. What was a joke, has now turned into a total farce.
    3 points
  21. Another update and newsletter with the no mention of the A-10C II. I know what the response will be but it really does appear that the module is abandoned. Released over two years ago but we’re suppose to be patient for promised and advertised items not being included yet. It would be nice if a newsletter at least mentioned the progress of the ARC-210 instead of just telling us a programmer has been assigned. We were told 6 months (and counting) ago they were assigned.
    3 points
  22. Сделал оперативный перевод видоса Вульфпака по БКО Ка-50 III для людей, не знающих английский. Вот:
    3 points
  23. If of interest it is now available from the DCS E Shop. As staccato shafts of burning light flashed by the canopy, Lieutenant Scott Rivers, call sign ‘Ford’, squeezed the release button. He felt the expected “kick in the pants” as the Hornet surged when a ton of self-guiding ordinance dropped away intent on finding its mark. Below, seconds later, there was a massive shock wave as the area where the I.R.G.C. meeting was being held, exploded into ‘Hell on earth’ lighting up the entire City. As the two Hornets disappeared into the dark Bandar Abbas night, chased by the flailing neon arms of the triple A they both new they had just changed the face of the conflict. For once things were going their way. With the Iranian IRGC command including ‘Asad’ now gone and the USS Truman relief fleet just a day away, ‘Matrix’ could taste that well deserved R&R. What could possibly go wrong? This campaign follows on from Ford and Matrix’s exploits in the Straits of Hormuz on board the USS Abraham Lincoln in the “Rise of the Persian Lion Campaign.” The campaign ethos, as before, is not to capture full reality but create an imaginative, immersive, and engaging set of missions linked together with a developing narrative. Even though the story line continues from the last campaign, “Rise of the Persian Lion II” can be fully enjoyed as a standalone. Key Features · 13 Detailed missions linked by an ongoing story line. (Mission 9 in two parts). · ‘Ford’ and his wing ‘Matrix’ are now joined with a second flight of Hornets, led by Lieutenant James Cook, ‘Chef’ and his number two Lieutenant Steve Miller, ‘Grinder’. · As before the campaign has been developed in VR so there will be no requirement to physically write down disappearing coordinates and break immersion. · Over one and a half thousand voice overs performed by voice actors. · Detailed briefs for each of the missions including PDF versions. · Kneeboards for each mission plus PDF versions. · Personalised aircraft skins. · Alternate optional campaign version included with ‘Easy Air to Air Refuel’ for those who have yet to master the art of catching the basket. BADGER633 Youtube.com/@badger633 Discord.gg/MAeMQ97 forums.eagle.ru/forum/275-badger-633
    2 points
  24. New flight model announcement. Fishing boat burns the Nile river, feature: flies at especially low altitudes ))))
    2 points
  25. Just as the title says... In the latest patch, despite the RWR being turned on, I get no visual indications of radar lock or missile launch. The audible tones are working, but there are no corresponding visual symbols. This renders the F-16 nearly unflyable in combat scenarios... How did this get past the closed beta testers?
    2 points
  26. The current version of the manual was finalized several weeks ago, so there may have been changes since. When the next version of the manual is published with more revisions, it should also include any updates to the module that happen between manual versions.
    2 points
  27. Can confirm that RWR in MP is not working correctly. Here is the corresponding (hefty) MP track file (Google Drive folder): -> DOWNLOAD
    2 points
  28. I only did a short flight. cold start Kobuleti, taxied to RW 07. No problems with the nose wheel. After landing I went from the runway through the grass to the ramp. Even there, no problem. Will need to do further flights. Thanks @6S.Duke and IFE for the key bindings. Nice to have the weapon stations 1 to 6 and the extend / retract airbrake with intermediate positions now. I think fuze selection binding nose tail is a bit weird. It toggles from safe to nose / tail position and than to tail. from there on nose / tail and tail. the tail only binding toggles between safe and tail only consistently.
    2 points
  29. LE devices have been fixed with today's patch. I love you guys!
    2 points
  30. To clarify, I am not sure if there will be a hotfix patch, the campaign, if released next week, will be released as separate download first, not necessarily in a patch, or unlikely.
    2 points
  31. 2 points
  32. For me the main thing missing (but that counts not only for F-117A, but especially F-15E, TOR, and everything else as well basically) is: Limited SA of the AI during night time and of course bad weather/inside clouds. This would give the opportunity to plan for example strike missions in bad weather, where CAP is not possible and SAMs also might have limited SA due to wind or what ever. This would benefit the Nighthawk as well, as I think it would really shine during night time DEAD runs etc., even with the simplified RCS model. So I agree, the RCS model would even be ok-ish like it is, just not the rest. I was doing a night time CAP flight yesterday with @Bremspropeller on FP Levant - Damascus Steel (that would really be a perfect name for Syrian ...-actor...^^) SA of the AI is definitely too high.
    2 points
  33. As per page 48 in this document: https://www.gichd.org/fileadmin/GICHD-resources/rec-documents/Explosive_weapon_effects_web.pdf Mk 82 aircraft bomb produces a peak overpressure of 117 kPa at 16 m from the point of detonation. The design fragment from this weapon is less than 20 grams travelling at 2400 m/s, and at this distance the natural fragments generated by the detonation will penetrate up to 32 mm of steel armour plate. This is not what we see in DCS to date. Not to mention DCS does not simulate fragmentation. So even if the weapon blast is correct to the numbers, it does significantly less in DCS than it should. for reference, this is what happens in DCS with a bomb twice as strong as the mk82:
    2 points
  34. Cool thing is, that's why i mentioned the Osprey Book - it was not only two bombs on one target. There are missions depicted with two bombs on two seperate targets in one pass with very specific ingress and egress routes at specific altitudes to realizes two successfull drops, that requires really precise flying. As @Bananabrai mentioned the Fighter Pilot Podcast should convince everyone, who likes A/G stuff, that the Nighthawk would be a really cool addition - even with the simplified RCS simulation we have. And in the end of the day every dedicated Bomber does one thing: it drops munition on a target. Imho that "one trick pony-argument" is not really convincing
    2 points
  35. Lot 20 is a mish mash of OFP's A10C II is a mish mash of suites. F16C is not a pure M4 tape jet. F15E strike eagle will end up to be a mish mash of Suites ( since it will get post Suite 4+ features like aim9x or SNiper TGP) . Nothing strictly saying hypthoetical Super Hornet has to be a A lot 24 or earlier, just to conform to a specific software suites(s). I think a Lot 25 would be desired just for cockpit aesthetics, the new LCD DDI's and not the same ugly archaic DDI's dating back from lot 12 legacy hornets
    2 points
  36. No, the cockpit for the early USN F-14A and the IRIAF F-14A will look mostly like what we have in DCS now. The biggest change would be the deletion of the AN/ALR-67 RWR.
    2 points
  37. F-14A-55-GR 157991 F-14A 12th prototype (redesignated Prototype #1X) used for high-speed handling tests, modified for single-crew operation a/c stricken 30/09/1990
    2 points
  38. Got my card today. Going to take a few hours to get everything setup, so I'll probably post benchmarks tomorrow.
    2 points
  39. Even if pleaple say, the F-117A is a one trick pony, it offers a lot in regards of mission planning, precise flying in the dark alone with silent comms and being on time for AAR rendevous as well as target strikes. Everyone who thinks a F-117A would be boring, should read Ospreys "F-117 Stealth Fighter Units of Operation Desert Storm"
    2 points
  40. Probability of detection is definitely a huge thing we are lacking in DCS. As another example of how it drastically changed how things should be: A dragging (cold) contact will have a lower probability of detection per hit, however because of the much lower closure rate compared to a hot target you actually have a higher probability of detection at any specific range, because you get more hits. This is talked about specially in a 1983 paper by Ringel on the APG-66. This is in contrast to DCS where a cold contact has a lower detection range.
    2 points
  41. А я тут перевёл обучающее видео Вульфпака по применению ракет "Игла" на Ка-50. Вот, если кому интересно:
    2 points
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