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Showing content with the highest reputation on 07/25/23 in all areas

  1. It is not our fault that some think that what they find on the internet of today has in fact been created by the internet today... Some folks may not realize it, but most "memes" and internet jokes are as old as you can imagine. Heck, even the "two weeks" joke came up some time between the end of the 19th century and beginning of 20th... Maybe your misunderstanding here also stems from the fact that you misquote Jester, he never says something like "420 blaze it f/got" - he says "420! Blaze it!" - which leaves it up to your mind to make of it what you make of it, such is the nature of puns, underlined by the fact that in your mind you even added a slur to it that does not exist in the sim. Jester's humor really is nested in the late 80s pop culture, which we achieved by assuming what he would have watched, would he had lived Top Gun, or in other words: what would have been the movies and culture a Top Gun grad would have consumed, had the movie never been made. This stretches from racing icons, to shooting stars, to music, to movies, to literature, etc... (Never seen a thread about that component btw.) To give him a personality, to elevate him from a mere functional button clicker program to a cultural figure himself, we had to make himself be a fan of culture. And it is a culture derived from folks who served at that time, in the Navy, in the Air Force and in the USMC. Many of whom we know intimately, many of whose traits you will find in Jester. Funnily enough: in a heavily toned down manner. There are no slurs, there are no discriminatory jokes (as the one you misquoted), which were very much a thing at the time, he does not even say the military's favorite word that starts with an F. Which always makes me a bit surprised how crass some react to his already extremely toned down and not at all representative manners of the time (leaving out all the negatives), including former service members who seem to have forgotten their youth, or alternatively, never seem to have lived it. Some don't have humor, some lose it over time, but they are the few in between, most former servicemen I know preserve it and cherish it. Generally I came across two types of fighter pilots - those who will want you think that they were the most disciplined professional machines ever to serve in the skies (and some really were), and those who not only will admit that they were knuckleheads, but usually add "we were a lot worse in fact." (Mostly though they are people, and as diverse as folks in any profession.) We took inspiration from both, and Jester exhibits both traits, but he is naturally leaning towards the funny guy, because it is no fun to write boring characters, nor is it to consume them as the audience. While it is ok when some ask for a boring Jester, what would not be ok, by any means, is to write boring characters. Beyond that humor is a matter of taste, too. And you cannot write something humerous without polarising at all. Such is its nature, and while we generally try to accommodate everyone (see: "(...)in a heavily toned down manner") - when it comes to such decisions, one just can't, and quite frankly, we also do not always want to. Flight sims are video games, and video games are art, their ultimate goal is to entertain you. And as much as with the component of realism in sims, to achieve both simulation and entertainment, the component of art and creativity must not be fully negotiable to public opinion, or one deafens the creativity and freedom of expression long term, which, well, makes our modules what they are. Unfortunately, some will never like them. But the fact that we are discussing the personality traits of your AI backseater in a flight simulator, I would hope, illustrates how and why they stand out. And what some are asking, is that we take this very "spark" away, which at best would push us towards something far more average. And no, Jester has not been written by fighter pilots or RIOs, because if you let them write themselves, you get "Mr. Perfect" (they shall hopefully forgive me that I am exaggerating the fact). And no one likes "Mr. Perfect." But they heavily influenced him, both by being an example and by telling stories and sharing their memories. A lot of the jokes folks criticize are in fact taken from reality, not even pop culture. And all you need to do is to listen to some NTTR scanner audios to hear what can happen when the dirt hits the fan. Brevity and "comms discipline" can quickly turn into screaming and cussing. Which is also why I would not agree with Jester suddenly becoming "behaved" or "boring" when Master Arm gets flicked on. How folks cope with high stress is as diverse as people themselves, some experience a numbing Angst, some cry to their mummy, some switch into operator mode, others cope with humor. We chose humor, because it is generally the most fun and positive mood setter in your free time long term. And again, if you go and search the lore of fighter culture and stories, plenty of what Jester displays, is at least to some extent rooted in real life examples, if not taken directly from. From screaming instructors, to anecdotes, to deadbeat jokes. The gulf of sidra incident is only one example, and a bad one I might add, because Leo the RIO does not cause bewilderement and awkwardness with his peers for no reason (just listen to the pilot's reaction). It just is no fun to be around such people, not in real life, and not in a sim. We do listen to your requests, and we do take them seriously, but for above reasons, we cannot always give in. And ofc I read with a heavy heart that some do not enjoy Jester as much as others, but such is the price we have to pay to give him a distinct personality, and no matter what personality we would give him, some would never like it and would want a different one. That we could never change, even if we wanted to. Thank you for your kind understanding.
    24 points
  2. Those trucks aren't released yet, they are planned for a future update along a few other vehicles. ------------ I'm quite busy with IRL right now and the little free time I have is dedicated to learning Substance Painter for another project I'm collaborating on. So no ETA on the updates but the mod isn't dead
    14 points
  3. Hey Toan, I haven't forgotten the Forbin. Right now I'm working to finish the HMS Albion with support craft. I will release them sometime this week. I have been working behind the scenes trying to finish the USS Fitzgerald as well. Sovremenny Class Destroyer will probably be released before the USS Fitzgerald. Sovremenny is next in line. Pepin1234 I haven't forgotten the Tarantul Corvette. As a reminder to you all. I can only create the AI Ship mods when I'm able to please have some patience. Thanks. Snapshot of the day. Three Arleighs working together in DCS. Sejong the Great will be the next Arleigh Burke Class Destroyer added to DCS.
    13 points
  4. UPDATED TO V21 for DCS 2.8 7/24/2023 Adjusted new water explosion Also, it looks like ED implemented ship trails from this mod. I tried to bring back some shape of the water splash. Default almost glows at some angles.
    10 points
  5. This I think would be a grave misunderstanding of Robin Olds, who stands for "bending the rules" likely more than most. He was a very empathic leader, witty, funny, and willing to push the envelope of dos and don'ts, someone who openly opposed procedure, if it favored a better outcome, someone who was willing to fly an airshow to get his promotion declined so he can keep flying and who had his GIB go through garbage to find his lucky socks all while showing a big middle finger, in the words of his daughter, to Washington in the form of a giant mustache that was against regulations. From several accounts there were all hell broke lose moments, including screaming in the cockpit, and you can bet that banter was included. I can imagine he was a much more no nonsense guy in the heat of the moment than most, but if his GIB would have gotten him kills with a joke on his lips, Olds, I am sure, was not the type to complain, he encouraged pilots to think outside of the box, like he did himself. That has "open minded" written all over him, not as much as being stiff. But in the end, this is how I see Olds, vs how you see Olds, which is fine. Just a remark would be that we're not Robin Olds but playing software that is meant for entertainment purposes only. Which makes a difference. On top of that, you have real life accounts attesting to the contrary in this very same thread, Olds or not, I guess their word counts more than mine. Lastly, there is a difference between clowning around and making jokes even in dire situations. There is no instance where Jester is clowning around, which implies acting off distracted from the task, rather than just conveying still accurate and on point info through a joke. In fact folks who have a professional or hightened SA, develop the ability to have a spare 3 or so percent of SA to watch themselves executing their tasks, including commenting on themselves and their actions in a humerous manner, which actually lets them assess their situation even better and correct their actions on the fly. This is true for benign things like stage actors adjusting their stance while staying completely in role, Irish rally drivers Neil Hickey and Enda Kennedy blurring out one pun after the other while racing corners, Ayrton Senna saying he watched himself from above and corrected his driving on the track (during a wet Monte Carlo race of all things), or fighter pilots screaming during a dogfight, like "kiiiilll hiiiim!" not to distract themselves, but to actually increase their SA and play into the adrenaline filled moment. Here is a great and hilarious example of what I mean. This isn't "clowning" around, but how high performance can also look like (and no, this ofc did not inspire Jester, just something I remembered while writing this reply):
    8 points
  6. Swedish Military Assets update The Swedish military assets needed an update. I have made some standardization changes like changed to the [CH] prefix, I've also added tags to easier find assets in the Mission Editor. I fixed a lot of smaller issues and changed weapons performance. I've also changed the textures for some of the assets. The only assets missing are the Swedish Infantry which I'm still working on. If you remember they kept crashing DCS at random. I believe I have found the issue with the DCS crashing, but it also meant I have to redo most animations, which is a pain because I don't know of a way to use IK limb solvers with Max and DCS export, so I have to animate every part and its motion individually. I still have some work to do with the one-pager overviews on the site, for the updated Swedish assets. But all the release notes are there and the download links should work. I also decided to break up the large Swedish Military Asset pack, because a lot of people were having download issues because of its size. I now have standardized on the smaller individual asset downloads, like all the my other assets. I only pack them together when there are good reasons, like a complete SAM system (LvS 103, MIM-104 or S-350), different version of the same asset (Tor and Pantsir) or mobile and stationary versions of the same asset (RBS 70 and RBS 70 on HX truck). Don't forget to remove the old Swedish Military Asset pack before using this update - you also need to remove the old RBS 57 asset since it is now integrated in the Swedish Infantry asset. Ag 90 AMR (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Changed Ag 90 display name Artillerisystem 08 SPG (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added M982 Excalibur guided shell Added tag Changed Artillerisystem 08 engine sound Changed SGR 77 to SGR 77B basebleed for 40 km range Changed display name Changed minimum and maximum launch range Fixed wheels dirt and dust Fixed window texture issue Bv 410 ATV (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added tag Changed display name Changed engine sound Fixed wheels dirt and dust Grkpbv 90 SPM (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added tag Changed display name Changed engine sound Changed textures Fixed wheels dirt and dust Hkp 15B LUH (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Changed display name Fixed missing visible damage Lvkv 9040B SPAAG (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added tag Changed PFHE performance characteristics Changed display name Changed textures Fixed wheels dirt and dust Removed reloads for APDSFS-T and HE-T Removed tracer for PFHE LvS 103 SAM (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added minimum launch range Added tag Changed Lavett 103 Rb 103B from 16 to 12 tubes Changed PM 103 STR ECM burn through rate Changed PM 103 STR range Changed Rb 103A performance Changed Rb 103B performance Changed display name Changed engine sound Fixed wheels dirt and dust RBS 15KA LBASM (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added minimum launch range Added tag Changed display name Changed engine sound Changed from requiring AWACS to UndE 23 STR instead Changed missile sound Changed textures Fixed wheels dirt and dust RBS 58 ATGM (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added damage model to RBS 58 missile Added tag Changed display name Changed reload time RBS 70 VSHORAD (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added minimum launch range Added tag Changed display name Changed engine sound Fixed Bolide external view Fixed wheels dirt and dust RBS 90 VSHORAD (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added minimum launch range Added tag Changed ECM burn through range Changed display name Changed engine sound Fixed Bolide external view Fixed wheels dirt and dust RBS 98 SHORAD (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added minimum launch range Added tag Changed ECM burn through range Changed IRIS-T reflection size Changed display name Changed minimum launch range Fixed IRIS-T external view Strb 90 FAC (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added animated soldiers Added capability to go in rivers Added minimum launch range Added tag Changed Ksp 18 sound Changed display name Strf 9040B IFV (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added tag Changed PFHE performance characteristics Changed display name Changed engine sound Changed textures Fixed wheels dirt and dust Removed tracer for PFHE Strv 103 MBT (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added tag Changed display name Fixed wheels dirt and dust Strv 121 MBT (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added tag Changed display name Changed engine sound Strv 122 MBT (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added tag Changed display name Changed engine sound Strv 2000 MBT (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added EOS rear and sides Added tag Changed display name Changed engine sound Changed textures Fixed wheels dirt and dust UndE 23 STR (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added tag Changed display name Changed radar minimum reflection performance Changed radar to work with RBS 15KA LBASM Fixed wheels dirt and dust Visby Class Corvette (Sweden) version 2.1.0 released! Changelog Version 1.2.0 Added animated sailors Added minimum launch range Added tag Changed display name Fixed exhaust placement on CAMM Fixed missing fence net Fixed too accurate CAMM performance Removed Ksp 58 stations Volvo 740 IFV (Sweden) version 1.2.0 released! Changelog Version 1.2.0 Added tag Changed display name Fixed wheels dirt and dust
    8 points
  7. I get that some of you find Jester not to your flavour... But remember, if you find him that obnoxious, you have been given an option to silence him. Whilst that might not be ideal, it is the option you have currently - a binary set. Like it or lump it. Knowing Heatblur, and their desire to satisfy as wide a demographic of their customer base as is economically feasible, it would not surprise me if Jester 2 is coming with an option for him to have as biege a personality as could possibly be wished for (though I suspect that even then the most misanthropic amongst you would still complain he was too emotive). In that sense, you will have your robotic little back seat helper as bland as you could possibly hope for. And to those of you who cast shade at Jester sneer and whine indignantly, I'd remind you what a ground breaking feature it was when released - no other DCS module, even ED's own came close to even attempting an AI co-aviator that would adapt and even attempt to emote to given tactical situations and to engage in a realistic and ergonomically restricted way with the systems and tactical environment. And furthermore to do so with a measure of humanity, to try and bring you a sense of immersion, that there wasn't just this soulless automaton working away behind you, to attempt to give you a hint of the reality of working in concert with another human being in your aircraft - arguably an experience more fundamental in the Tomcat than any other aircraft - is to be applauded. Heatblur set their sights high. That there were hiccups, a few bugs to iron out and some getting-the-hang-of-it on the part of users is to be expected but overall Heatblur have worked hard, conscientiously and with open minds to feedback. Just look at the current Strike Eagle back-seater AI (hint: THERE AIN'T ONE) to appreciate just what you got out of the box from Heatblur from DAY 1 of early access. It's on that final note that I will also remind you that the people behind Jester are just that - people. You have a right to critique, to ask for fixes and improvements but some of you forget that these same people have invested a huge amount of time, effort, intellectual energy, physical energy and emotional energy to just this feature of the module, that your $XX.XX only partially compensates for. If you don't like Jester's as he is, fine that is your right. You don't have to be a d*ck about the manner in which you relay that feedback to some VERY hard working folks.
    8 points
  8. Yes unfortunately a change that was a part of the overall fixes did not make it into this patch. As a result the loft will be lower, the original loft however will be restored in the future patches.
    7 points
  9. I would delete the Syria mod now. Appears Ugra have improved optimization and some files are actually smaller than my mod. Also uploaded another core update. It's just additional texture for A10C-II's wheel chocks. I've also removed F-15E files because it's constantly being updated/changed. If you downloaded it before, delete F-15E from CoreMods/aircraft/ of this mod.
    6 points
  10. Made a simple mission for people who want to discover the new "hidden" airfield mentioned in the patchnotes. The name is Caleta Tortel, and it's been sitting there, beyond the map's northern boundary, for several months (unfinished until now). Caleta-Tortel.miz
    5 points
  11. Yep, the LRASM are antiship missiles, and not terrain following. Use the AGM-158B for ground targets, they are terrain following.
    5 points
  12. added to log as - fixed Wrong Harrier entry in Encyclopedia Kh-59 changes direction when target is already dead Arleigh Burke -Tomahawk wings are deployed too soon during launch CTD when Mi-8 is destroyed with a specific payload ATC comms mix up between terrains
    5 points
  13. This was literally a one character change, which seemed worth doing for all the people who try to use this as a BFM exploit (aka nearly everyone who asks about it). Spending a total of 3 seconds on code changes relevant to this topic is about as much as it deserves.
    5 points
  14. These fixes were primarily on ED side, and should improve the overlofting as well as looping during lofts, and the erratice post-notch behavior as the missile pitches up instead of trying to re-acquire the target. We had very good results during testing. It is possible that ED/we may follow up with further improvements as a small part of the fix did not make it in yet, but will be included in the next patch, hence the careful wording of "improved" instead of "fixed" for this patch.
    5 points
  15. In the current open beta (2.8.7.42583) when laser guided (aided) weapons like Mk-151 APKWS and GBU-54 are loaded on aircraft the DSMS page shows no weapon name on the appropriate position. Only laser code and ALN RDY cycles on second line. Before this patch it worked correctly. I have tried this in singlethreaded as well as multithreaded version of DCS. On PG and Caucascus map. Steps to reproduce: Cold aircraft (I have used the Cold And Dark instant mission for A-10C II) Equip GBU-54 and M151 APKWS weapons to proper positions (e.g. 4/6) Start-up the aircraft and hit Load DSMS when appropriate. Results - se attached screenshots of DSMS, positions 4 and 7 + weapon management window + screenshot of actual weapons under aircraft. I believe no trackfile is needed for this. Mods installed: UH-60L, C130, A4E aircraft SRS installed, DCS Scratchpad installed, Twitch2DCS installed.
    4 points
  16. Thanks to @SparrowHawk003 for pointing me in the right direction. Looks like Razbam not only stealth enabled display exporting in the last OB patch, but also has default display definitions for most of the displays in the aircraft. Like the Apache, display exports switch on and off when entering and exiting the two seats, and the seats can share viewports in your monitor config. Here's the default viewport assignments: Front Seat "LEFT_MFCD", "CENTER_MFCD", "RIGHT_MFCD", "UFC". Back Seat "OUTER_LEFT_MFCD", "LEFT_MFCD", "RIGHT_MFCD", "OUTER_RIGHT_MFCD", "UFC". If you'd like to change any of the viewport assignments, you can find the MFD files in \Mods\aircraft\F-15E\Cockpit\Bake\MFDG and the UFC files in \Mods\aircraft\F-15E\Cockpit\UFC\Indicator I've not found the file for the Engine Monitor Display.
    4 points
  17. Patch notes discussion for July 2023 https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.8.7.42583/ Introduced a new campaign: UH-1H The Huey Last Show Campaign by SorelRo DCS World MP. New feature. Slot types filtering feature added to client MP. Server restart leads to client being timed out or client DCS hang - fixed MP. Key combo does not work in the role selection window in MP - fixed ME. New feature “copy settings” button. You can now copy settings and properties between aircraft in your group, different groups, or all of the same type of aircraft on the map. ME. GUI Error when try to create new payload - fixed ME. GUI Error when try to open fuse adjustment panel in some case - fixed ME. GUI Error when try to Copy settings in some case - fixed AI ground units will now attack enemy trains AI ground. The cause of collision and intersection of ground unit shapes has been eliminated AI aircraft. Overloaded OH-58D cannot take off - fixed AI aircraft. B-52H will not use all flares on the one incoming hostile missile AI aircraft. Some planes suspension nose / tail gear animation corrected AI aircraft. Il-76, Il-78, A-50, MQ-9 Reaper, E-3A, MiG-31, MiG-23MLD, Tornado GR4/IDS, Su-25, damage model fixed AI aircraft. After task Embarking, the helicopter remains on ground - fixed AI aircraft. AI-launched laser guided weapons keep track of target while no one is lasing them after launch - fixed Engine. When camera gets close to the water, the horizon line in the distance seems to disappear - fixed Weapons. Added a small random trajectory spread of cruise and anti-ship missiles so that they do not fly exactly one after the other and do not collide. Engine. Rewritten and optimized screenshot taking. Allow screenshots to be taken more than 1 per second. Cameras. Corrected default camera position for the F4 view L-39. Corrupt damage models - fixed Corrected inaccurate terrain shadows appearing in some cases Weapons. Some weapons pass through terrain and objects without exploding - fixed Screen flickers black in some case - fixed Exploded bridge has an ugly explosion crater - fixed Authorization. Failed auth resets users options for the module - fixed Encyclopedia. Wrong Harrier entry - fixed Weapons. Kh-59 missile changes direction when target is already dead - fixed Weapons. Arleigh Burke -Tomahawk wings are deployed too soon during launch - fixed CTD when Mi-8 is destroyed with a specific payload - fixed ATC comms mix up between maps - fixed DCS: F/A-18C by Eagle Dynamics Improved target hold mechanism in STT. Fixed: TDC Cursor not shown after switching from A/A to ACM Fixed: Trains on ground radars Fixed: Radar Range in VS on AZ/EL Page Fixed: ARC-210 modulation set in ME is not respected Fixed: Entering STT from VS results in azimuth vs velocity, STT should always be azimuth vs range Fixed: VS detects and locks aircraft set to Late Activation before they activate Fixed: Targeting pods loses point track on weapon change Fixed: Auto bomb mode sometimes ignores countdown. Fixed: AGM-84D Harpoon does not self destruct at correct distance when used in BOL HTP Fixed: AGM-84D Harpoon Search distances are not relative to HTP even though HSI indications show correctly Update "Mission Qual" and "Weapons Qual" to standard ED graphics DCS: F-16C Viper by Eagle Dynamics Improved target hold mechanism in STT. Added Thrustmaster Viper TQS Default Profile Fixed:MAN AUTO waypoint sequencing control. Fixed:New Ground Emitter sound played when missile inbound Fixed: TGP+GBU38 = 15-20m Miss. Note: 3 Second laser or AGR required before release for increased accuracy. DCS: AH-64D by Eagle Dynamics Altitude Hold logic corrections Added mixed AGM-114 loadout Fixed: George enter VRS too often Fixed: Uses gun limit depending on the cockpit, not on the actual trigger pressed Fixed: George refuses to fire gun after first engagement Fixed: Extra symbols on EUFD Fixed: George AI as pilot loses height for no reason Fixed: IAT inertial track behavior for primary tracked target Fixed: VR Collective issues - Collective raises with no user input. Fixed: INU alignment resets when APU is turned on from External Power Fixed: Ground power GPS alignment can be broken with APU start Fixed: PLT and CP/G TADS Desync issue - Slaved TADS Fixed: MPD Brightness knobs not working cold and dark with input pushes Fixed: Flat tires are not fixed with repair. Fixed: CPG joins after APU start - no sync of engine start or rotors Fixed: Multicrew Hold mode indications not Syncing Fixed: JTAC and player uses Laser Hellfire instead of Radar Hellfire in 9 line dialog DCS: Mi-24P Hind by Eagle Dynamics Added: subtitle for Petrovich AI for target miss Added: Petrovich AI interface for ASO-2V panel control has new function: Long Left (disables Petrovich auto-dropping flares/chaff if he see missile threat) Improved: joystick axis controls and VR/head-tracker decouple for Mi-24P door gun Improved: bomb struts are removed from pylons for weapons which don't need them Improved: Petrovich AI will not use flares/chaff if there is weight on wheels of helicopter Improved: Weapon release button cover opens automatically when weapon release is pressed Fixed: More than one R-60M goes off rail sometimes if RS button cover is open Fixed: DISS-15 system works without power Fixed: Petrovich AI does not move sight to the designated position first time after switching on "Observe" DCS: F-86F Sabre by Eagle Dynamics Fixed: Radar ranging for gunsight reticle. DCS: F-5E Tiger II by Eagle Dynamics Fixed: TACAN morse code can be heard although TACAN volume is OFF Fixed: Radar gunsight solution incorrect Fixed: Radar doesn't return to acquisition phase after target lost in dogfight modes DCS: A-10C II Tank killer by Eagle Dynamics Fixed. Two AIM-9 have launched from one point if manually selected Fixed. Volume now can be regulated using Channel knob while being on the Menu page. Volume can also be changed for the guard receiver Fixed. ARC-210 modulation set in ME is not respected Fixed. CDU reruns BIT test when hitting "PREV" key after first startup Added. Wheel chocks Added. AN/ALQ-184 Long Pod Added. Copy Feature for UFC and CDU DCS: Bf 109K-4 Kurfurst by Eagle Dynamics Unsupported ‘Signal Starter Crew’ command removed Added wheel chocks DCS: FW 190A-8 Anton by Eagle Dynamics Added wheel chocks DCS: FW 190D-9 Dora by Eagle Dynamics Added wheel chocks Official template now available to download here DCS: AV-8B N/A by RAZBAM Simulations Fixed: Radio Microphone Keybind behaviour DCS: MiG-19P by RAZBAM Simulations Updated: Temporarily disabled Radar Dynamic Terrain for VR due to compatibility issues. DCS: F-15E Suite 4+ by RAZBAM Simulations Fixed: INS ALignment too sensitive to movement Fixed: Rear Cockpit Throttle Mic switch keyboard bind Fixed: Radio Presets Channels cannot be updated in cockpit Fixed: CTD when selecting OFF Missile Fixed: fuel flow NaN crash at Mach 1.4 in release builds Fixed: Rear cockpit HOTAS for TGP Fixed: Gun Funnel position Fixed: TACAN information now synchronised between cockpits Fixed: Corrected issue with unpredictable trim behaviour at high Mach Fixed: ILS information now synchronised between cockpits Fixed: scratchpad flashing after successful TGP PB17 use Fixed: Master Arm ON required for Emergency Jet Fixed: Error when entering SP number without route Fixed: HUD N-F Box visibility Fixed: radar Auto ACQ min range Fixed: stores drag calculation incorrectly using PACS configuration instead of actual loadout Fixed: radar debug window visible on release Fixed: broken Mark Points Fixed: Invalid values shown on HUD Fixed: scintillation option Fixed: HRM Patch window selection bugs Fixed: radar antenna limit bugs Fixed: glitchy RBM noise pattern Fixed: Radio 1 and Radio 2 active frequency not syncing Fixed: Emergency canopy jettison not repairing Fixed: Correction for NVGs not removable if active and removed by ground crew Fixed: Oil Pressure caution flickering during engine startup sometimes Fixed: Corrected missing ejection delay when ejection mode is NORM Fixed: Missing texture on WSO helmet in USAF 492nd AF91 Low Vis Clean livery. Fixed: Livery inaccuracy with Seymour Johnson 333 FGS and 336 FGS texture. Fixed: Livery inaccuracy with the Mountain Home 75 2018 Anniversary texture. Fixed: Corrected spelling error for the 492nd liveries. Fixed: Ejection Pilot model standing lower than the surface. Fixed: Uneven Intake Ramps. Fixed: Damage Model missing Shells. Fixed: excessive CPU use with HRM Patch in multi crew when not in command Fixed: JFS stutter sound heard from other aircraft starting up or shutting down in multiplayer Fixed: Glitches when entering Lat/Lon coordinates on UFC Fixed: Exiting GUNS should stay in A/A master mode Fixed: Multicrew desync issues Fixed: Some tones, such as Landing Gear Warning tone, could play even with no power Fixed: WSO backup ADI not caged for cold start Fixed: Removed graphical glitch from WSO seat when controls being hidden Fixed: INS alignment & sync issues Fixed: instant SH alignment Fixed: HUD INS message when INS set to OFF Fixed: Fuel flow and fuel quantity indication going to 0 or largely negative when going past Mach 1.4 Fixed: WSO RHC AAI switch (IFF working only once) Fixed: compatibility with older processors without AVX support Fixed: TSD map behaviour during INS alignment Fixed: HRM window selection gimbal limit & blind zone bugs Fixed: ugly RBM noise at max gain / GC0 Fixed: NAVFLIR not available for WSO in Multi Crew Updated: Collision Model Updated: External Model + LODS Updated: Cockpit Model + Textures Updated: Removed unjettisonable ACMI pod from missions Updated: INS alignment & sync Updated: Increased IFF range to 100NM Updated: AA Gunsight (WIP) Updated: Lowered the GS boresight Updated: Improve abrupt aerodynamic inputs for in-air crosswind starts Updated: Revert pitch CAS gear handle input change (WIP) Updated: Kneeboard page Updated: Flight Control minor correction to more closely match mech checks Updated: Minor tweaking to lateral aero coefficients at very small sideslips Updated: Gear configuration values Updated: Set alpha signal for roll and yaw CAS when weight on wheels from maintenance diagram Updated: Provide a consistent normalised value of IDLE and MIL RPM to AI Sounder DLL Updated: Ejection Pilots are now using separate textures. Updated: Pilot Visor Improved: Stores drag count tuning improvement against performance charts Improved: FM based on automated testing Improved YAW CAS to avoid out of phase control feedback loops causing oscillations Improved: Adjusted stabilator to more closely match control surface checks Improved: multi-cockpit canopy animation synchronisation Improved: HRM TTGo reliability Improved: HUD repeater rendering and included it in RCD images Improved: radar CPU performance Improved: kinematic consistency between seats during multi-cockpit Improved: Adjusted ECS airflow sound gains Improved: TGP power switch now goes to STBY for engine on mission starts Added: TACAN Volume Ctrl Added: ILS Volume Ctrl Added: TEWS Volume Ctrl Added: WPN Volume Ctrl Added: Ground Crew can change GBUs Laser Codes Added: Radio 1 and 2 MC Synchronisation Added: SSE2, SSE4, AVX support Added: RWR synchronisation Added: HUD Control Synchronisation Added: A/G radar band controls Added: improved roll and yaw keyboard control Added: Information message for emergency CAS disengage and JFS bottle refill Added: MIC switch to ON during Auto Start sequence Added: More Pilot Visors Added: Livery options for hiding ECM on left vertical fin without Turkey Feathers. Added: kneeboard indication of the alignment method to use Added: NVG brightness adjust controls Added: AAI & EID Synced Added: HRM active antennas scintillation Added: A/G radar channel/band controls DCS: JF-17 by Deka Ironwork Simulations Fixed: FPM behaviour on MFCD radar page DCS: SA-342 Gazelle by Polychop Simulations Improved: Engine performance and torque limitations adjusted This is a continuous iterative process and there may be further changes in the future Improved: SAS behaviour adjusted Improved: Adjusted visual rotor speed Improved: Auto-hover improved Heading slave to camera still WIP Improved: Autorotation behaviour Improved: Starter switch can now correctly be placed in ‘OFF/ARRET’ position once fuel is flowing Fixed: Fuel mass bugs Fixed: Mistral reticle not showing Fixed: RWR Crash Fixed: FFB cyclic trim implementation Fixed: Lateral force improvements Fixed: Removed pilot sight clickable when sight is not visible Fixed: Overtemp issues Fixed: Bort numbers were not functional Added: Replaced HOT3 missiles with ED weapon Added: basic sling loading Helper UI to be added later Added: Periscope now has laser range finder Added: Pilot sight will be hidden when spawning without any weapons equipped Added: Mistral missiles are now able to lock on to ground targets when heat contrast is high enough. Added: keybinds for radar altimeter (joystick) Added: High detail community liveries by Mispunt: Olive Drab for US, UK, The Netherlands and Greece. Added: High detail community liveries by Shaft, Peet and Mispunt: Armee HRI and Armee HRI Daguet for France. DCS Mirage F1 by Aerges Optical Sight improvements and fixes: The Optical Sight target symbol doesn’t disappear anymore when it is near its movement limits. The Optical Sight attitude reticle displayed part is limited now by ~75 degrees of total angle in pitch (it is the physical display limit of the pitch ribbon). Optical Sight 'Normal' and 'Simplified' attitude scales are implemented on a single ribbon now, with a visible animation when the scale type is changed. Implemented animated transition between the 'radar command bar' and the 'gun firing reticle' symbols. These symbols are physically placed on the same reticle ('Moving reticle'). Other systems fixes: Fixed IDN mode switch initial position in F1EE: The animation position didn't match the internal value, so the indicator moves now correctly after selecting the first mode switch position. Added timer to weight on wheels sensors to avoid the antislip kicking in when the wheels were not yet fully in the air. Fixed an error in the VOR/ILS test - direction of the horizontal needle movement was inverted. Fixed Standby Horizon initialization pitch error at hot start. Fixed R550 timeout logic at missile station selection - now the 'hardwired' 34 seconds timeout (gyros spool up timeout by a timer relay) is applied only when the "Matra 550 or SW missile" switch is turned ON. Fixed the initialization of the mechanical clock hours hand when the aircraft start time is more than 12:00 PM. 3D model and textures: Adjusted spherical Indicator airplane symbol. Miscellaneous: Implemented mirrors position control by mouse axis, in addition to the existing clickable 'on/off' action. Cockpit mirrors now can be toggled On/Off by 'Toggle Mirrors' key. Fixed left mirror, it doesn't freeze anymore at certain view angles. Training missions: Updated startup training mission: Highlighted NWS high sensitivity button. Specified that the "I" key on the keyboard sets the throttle to idle. Updated the taxi, takeoff and climb training mission: Added the need to press the U + V pushbutton in the radio selector unit. Improved the TACAN in T/R mode trigger, no need to reset the T/R position. Landing training mission minor fixes. Updated ground attack training missions: The sight is set in NORMAL mode instead of APP mode. Modified sight depression figures. Added Sinai missions (Quick Start and Single Player for both Mirage F1CE and Mirage F1EE). DCS: C-101 Aviojet by AvioDev Fixed the initialization of the mechanical clock hours hand when the aircraft start time is more than 12:00 PM. Fixed clock hands animation: minutes and chronometer minutes hands were mixed up with each other. DCS AJS-37 Viggen by Heatblur Simulations NEW: Added Quickstart Missions for DCS: Sinai map. RB-05 Overhaul: Fixed RB-05 only able to be steered with radar in A0. Fixed launched RB-05s automatically setting radar to A0 (without moving the switch). Fixed subsequent launches sending the first missile to Valhalla. Fixed steering commands being sent to the missile beyond 30s. Fixed Black Screen during EP13 operation. Set the default position of manual fuel regulator to AUTO. DCS F-14 Tomcat by Heatblur Simulations New: Added Quickstart Missions for DCS: Sinai map. Improved AIM-54 loft. Improved AIM-54 notch behavior. Fixed laser issues with painted objects. Possible fix to INS readout bug on TID. Refined gearing ratio between pedals and commanded NWS angle for better ground control. Reduced pitch trim actuator speed by 25%. Reduced carrier catapult shot speed target by 15 knots to be more realistic. Increased possibility of compressor stall in MCB region while MCB is inactive (CB pulled) by 300%. Increased volume of DLC deploy sound. DCS: Black Shark 3 by Eagle Dynamics Shkval. Inaccurate aiming to target from memory - tuned embedded INS+DNS algorithms, the error won't drastically increase on hover (filtered input more precisely) Sound. Correct startup sound procedure, add compressor's sounds, adjust zones for APU, turbine, compressors and other sounds. Improve the overall sound outside the helicopter. INS. Alignment in some condition can't make IMU precision better that a certain threshold - fixed DCS: P-51D Mustang by Eagle Dynamics P-51 Challenge Campaign. Updated clouds, seasons, skins, time of days DCS: Syria Map by Ugra Media Added lighting with new real-time technology Added right-hand traffic in Cyprus Added kneeboard (tablet) Mission generator updated Added helicopter landing sites on GUI map Added parking places for big planes Improved and optimised urban development models Improved models of airfield hangars Improved models of original objects Added destruction models for Aleppo power plant and Lafarge factory Improved scenes of original buildings in Haifa, Beirut, Adan and Damascus Trees in the forest have been optimised Simplified tree collisions Added parking areas for MiG-23 Marj Ruhayyil, Shayrat, Tiyas Fixed frequency settings at Gazipasa, Rene Mouawad, Ramat David, Ercan, Beirut and HATAY Fixed taxiways at Tal Siman, Beirut Fixed lighting for Sanliurfa, Adana, Khmeimim, Haifa Corrected the signs at Akrotir, Incirlik Removed objects from Rene Mouawad car parks Removed objects from Kingsfield glide slope Fixed bugs in vector data and scenes Map description updated Added objects at road and railroad crossings Two types of fuel stations added Two types of roadside cafes added Improved motor vehicles and ships New trains have been added Cars for right-hand traffic have been added Improved city and field assemblies Improved road and railroad assemblies DCS: South Atlantic Map by RAZBAM New - Major switch in technology used across all city blocks across the whole map New - All new POIs for Cities (ongoing) First City is Punta Arenas and Ushuaia New - Complete redesign of city blocks using all new models which are in keeping of the region New - Major tree distribution adjustments to get rid of tree patterns across the whole map New - Major re-work of roads across all Cities across the whole map with new blocks, textures, models, layout etc Adjusted - adjusted many models to reduce poly count and improve textures and performance New - Rural areas have also been given some love with new villages Adjusted - Reduced surface file size to within ED recommendations Fix- Reduced the street lighting on (Route National 3) near Rio Gallegos airfield (Discord feedback) New - Added Deep water port for Rio Grande New - Added hidden airfield in the north for small aircraft. Happy hunting DCS Campaigns DCS: F-14A Zone 5 Campaign by Reflected Simulations Jester will automatically navigate Jester will automatically handle the radio Randomized wild cards for better replayability Randomized threats at the EW range for better replayability Safety trigger added to avoid radio anomalies Workarounds for overlapping radio messages blocking each other Smoother trigger solutions Documentation and graphics update DCS: F-14A Fear the Bones Campaign by Reflected Simulations Jester will automatically navigate Jester will automatically switch radio channels Workarounds for overlapping radio messages blocking each other Smoother trigger solutions Documentation and graphics update DCS: F-14 Speed & Angels Campaign by Reflected Simulations Safety trigger added to avoid radio anomalies Mortality not enforced P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations Minor trigger zone fixes F-5E Aggressors Basic Fighter Maneuvers Campaign by Maple Flag Missions Updated planner with range boundaries and updated range diagrams and kneeboard pages. Added aircraft threat profiles to briefing. Minor trigger tweaks to improve game play. DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations All missions – AI voice overs replaced by human actors Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations Mortality not enforced ATC frequencies fixed again DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations Mortality not enforced DCS: Mosquito FB VI - V for Victory Campaign by Reflected Simulations Mortality not enforced DCS: Spitfire Beware! Beware! Campaign by Reflected Simulations Mortality not enforced Spitfire IX The Big Show Campaign by Reflected Simulations Mortality not enforced ATC frequencies fixed again DCS: UH-1H Paradise Lost Campaign by Reflected Simulations Mortality not enforced DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Updated mission for IR The Damned: Added extra audio for flight refuelling and rejoins. Fixed recoveries so units RTB and land properly. DCS: MAD Campaign by Stone Sky All missions for SA-342 Gazelle set weapons and fixed minor bugs DCS: MAD AH-64D Campaign by Stone Sky New AGM-114L Hellfire missiles have been added to combat missions and minor bugs have been fixed DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Mission 1: AI Wingman not responding to menu commands. Fixed. Mission 4: AI Medevac helo's not following flight plan. Fixed - maybe. Thanks David Reiff. Mission 5: Player's aircraft is now available to start the mission. Fixed. Thanks to Scylla and CrystalnEntity. Also, added directional arrows to help with taxing in the dark and adjusted the amount of devastation the strike package wrought. Mission 7: Vehicles were previously on the taxiway blocking access to the active runway. Fixed. Thanks David Reiff. DCS: UH-1H Worlds Apart - Spring 2025 Campaign by Low-Level-Heaven Mission Development Mission 2: Pathfinding issue solved (several time related safeguard's implemented / as well as Radio F-10 menu option if really necessary) Mission 4: No Pathfinding issue found (time related safeguard has been already implemented). Additional Radio F-10 menu option added to bridge that part. DCS: F/A-18C Rise of the Persian Lion Campaign by Badger633 Missions 13: Adjustment to help reduce A2A refuel collision. DCS: F/18C Raven One Campaign by Baltic Dragon Mission 01: fixed issue with Saint climbing too late fixed issues with cut off comms fixed issue with Saint's altitude during RTB Mission 03: Improved Smoke's fuel management Smoke will now correctly refuel Smoke will correctly perform show of force Smoke will correctly engage all other targets (including the jeep) Fixed problems on deck on RTB Mission 04: fixed issue with Raven 11 stuck on the catapult Mission 08: changed weather settings, the speed boats should be much better visible in NVGs now added green-tinted kneeboard for night operations Mission 09: Fixed issue with Mirages taking fuel from the tanker Fixed issue with leisure boat not moving from the pier Mission 10: Fixed issue with several flights orbiting over Mother after takeoff instead of going to their anchor points Mission 14: Completely re-worked the startup and takeoff sequence (all flights should now take off correctly) Reworked zones and altitudes to ease the "Thunderstorm" condition Added "mission complete" message before jumping to M15 DCS: F/A-18C Raven One Dominant Fury Campaign by Baltic Dragon Mission 10: updated triggers for Sluggo attacking SA-6 added Link16 settings Mission 12: fixed problem with Iranian corvette hitting the pier added Link16 settings DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions: AI voice overs replaced by human actors All missions: AI aircrafts chatter when not supposed - FIXED Mission 3: Interceptors not reacting as supposed - FIXED
    4 points
  18. Nice job chaps - the Gazelle has had a HUGE improvement since the last patch! Solid effort!
    4 points
  19. I found these pics on a modelling facebook page. They show ACCURATE detail of the HAS shelters including signs, taxiway markings and other details that would be an amazing addition to the shelters at Ramon, Ovda, Navatim and Hatzerim. Detailed photos of these areas are difficult to come-by, but this modeler has absolutely nailed them 100%. I wish to commend OnReTech on what is shaping up to be a spectacular map. I hope the details pictured below can be implemented. Thank you The pic below shows the taxiline markings common with this type of HAS complex. Most of the lines are yellow, except the straight lines leading out of the shelter - which are white. As mentioned in another post - the shelters should all face one direction (toward runway). The yellow lines that run atg angles from the axis of the central taxiway are guidance lines for positioning aircraft on return to the HAS complex. Once shut down, the aircraft are pushed back into the HAS. At Ramon the Interior of the shelters have yellow surface markings. The pic below is from NEVATIM, but it is similar. I think that, in the above pics, the modeler has used OVDA as the basis for his creation
    4 points
  20. I haven't looked into it in detail but seems to work fine for few minutes I've flown in Syria. And it still does reduce flickers.
    4 points
  21. 4 points
  22. Another solid patch with a good bunch of fixes. My thanks to the support team
    4 points
  23. Blue Nose Bastards of Bodney - Minor trigger zone fixes - Mortality not enforced The Big Show - Mortality not enforced Horrido - Mortality not enforced Jagdflieger - Mortality not enforced Wolfpack - Mortality not enforced Paradise Lost - Mortality not enforced Zone 5 - Jester will automatically navigate - Jester will automatically handle the radio - Randomized wild cards for better replayability - Randomized threats at the EW range for better replayability - Safety trigger added to avoid radio anomalies - Workarounds for overlapping radio messages blocking each other - Smoother trigger solutions - Documentation and graphics update - Core AI bug workarounds Fear the Bones - Jester will automatically navigate - Jester will automatically switch radio channels - Workarounds for overlapping radio messages blocking each other - Smoother trigger solutions - Documentation and graphics update Speed & Angels - Safety trigger added to avoid radio anomalies - Mortality not enforced - Core AI bug workarounds Beware! Beware! - Mortality not enforced V for Victory - Mortality not enforced
    4 points
  24. New in the Hog from DCS version 2.8.7.42583 is the posibility to copy markpoints to existing waypoints. ("Copy Feature for UFC and CDU" in the change log) Until today, whenever you had a markpoint displayed on the CDU or hooked on the TAD, you could press the OSB 9, labelled "?x" on the CDU or OSB 17, lablled "x?" on the TAD to create a new waypoint with the nr x From this path, before pressing the OSB, you can enter an existing waypoint number or name on the scratchpad. Result will be that the corresponding waypoint will be overwritten with the data from the markpoint you had on the CDU or hooked on the TAD. Practical example: You have a waypoint 8, called TGT. in the target area, after you attacked TGT, you spot another target. With any sensor available to you, you create a markpoint on that new target. After that, perform one of the following actions: On the CDU (repeater): enter "TGT" or "8" on the scratchpad and press OSB 9, labelled "?x" On the TAD: Hook the markpoint you just created, enter "TGT" or "8" on the scratchpad and press OSB 17, labelled "x?" Both actions will result in waypoint 8/TGT been overwritten with the data from the markpoint on the new target. It's not a huge gamechanger, but it's a handy little tool.
    3 points
  25. Dear all, as always we would like to ask you for your kind feedback. This patch includes new missions for the DCS: Sinai map, improvements to the AIM-54 Loft and notch behavior (with a big thanks to ED who facilitated the fixes!) as well as further improvements to ground handling. We hope you enjoy the patch and thank you for your kind feedback and continued support! Team Heatblur DCS F-14 Tomcat by Heatblur Simulations NEW: Added Quickstart Missions for DCS: Sinai map. Improved AIM-54 loft. Improved AIM-54 notch behavior. Fixed laser issues with painted objects. Possible fix to INS readout bug on TID. Refined gearing ratio between pedals and commanded NWS angle for better ground control. Reduced pitch trim actuator speed by 25%. Reduced carrier catapult shot speed target by 15 knots to be more realistic. Increased possibility of compressor stall in MCB region while MCB is inactive (CB pulled) by 300%. Increased volume of DLC deploy sound. EDIT: Hotfix 28/07/2023 DCS World Weapons. AIM-54 loft trajectory adjusted
    3 points
  26. Thanks for the video. Issue reproduced and reported.
    3 points
  27. NL, it's not fixed! At least also for me. Lock does not hold below horizon or in front of the hills, it seems. Looking up is OK. Please get this fixed ASAP and start delivering quality/confirming releases! It's getting really frustrating all the time with these kind of (recurring) issues, making this sim really difficult to enjoy forward. F16 not tracking.trk
    3 points
  28. It is not entirely fixed. https://streamable.com/k7taqg f16acmsttlock.trk
    3 points
  29. Added v3 to add compatibility with 2.8.7. Available for download in OP
    3 points
  30. It might be worth noting though that disabling the NWS does not lock it in place, but rather makes it spinning freely. May not have the effect that the OP is looking for
    3 points
  31. thank you, good references!
    3 points
  32. thank you all for the feedback. This issue being closed as fixed.
    3 points
  33. Yes, loading times have improved significantly for me as well. Thanks a lot ED for the continuous and (I think) not always easy work to improve and develop this great sim.
    3 points
  34. Thanks for updating the C-101 while working on the F1 variants. Open Beta 2.8.7.42583 C-101 Aviojet by AvioDev Fixed the initialization of the mechanical clock hours hand when the aircraft start time is more than 12:00 PM. Fixed clock hands animation: minutes and chronometer minutes hands were mixed up with each other.
    3 points
  35. @jef32 Simply adapt to the situation, there is no reliable auto-hover functionality at the moment. Switch to hit-and-run tactics like in the Mi-24. Fly towards the target area in the co-pilot seat, pick a target with the Viviane or periscope, keep measuring the distance with the laser. If you reach 4300 meters fire the HOT3 and slowly break away while keeping the sight ground locked on target until the missile hits. Then dive and get out of the danger zone, rinse and repeat. The benefit is that you are no stationary target anymore, AAA and tanks with sniper missiles will have a much harder time to hit you.
    3 points
  36. Great way of implementing this. https://i.imgur.com/zlvVV75.jpeg
    3 points
  37. Pulling that breaker should send the taskkill dcs and then dcs_updater uninstall heatblur_F14 command.
    3 points
  38. Thanks, I'm glad you like it Actually there is a message when you arrive at the gate, and a trigger that checks whether you're on channel 1 with the front radio.
    3 points
  39. Update for 7.24.2023 / 2.0.0.34 (Will be online shortly, storm knocked out power). - Corrected UGRA Media Name & Modules. - If dcs_variant.txt is in Sim Folder, Build Scanner Auto Sets User Profile Folder to That Directory for Slot. (If dcs_variant.txt is not present, App will check and set default path by Branch Name, \DCS\ or \DCS.openbeta\ etc.) (User input is no longer required to set \SG Folder\ at this point unless using a preview or unlisted branch) - Merged Normandy 1 and Normandy 2 into Single Panel (Graphics and Info will populate based on build #). - Adjusted Module's Version Eligibility Check Order and Log Readouts. - Adjusted Main UI Form Name. - Added App Settings Save Button and App Local Data Folder Button to App Settings. - Adjusted System Screen Scan for X.DPI and Y.DPI - Added Log Menu Option to Temporarily Expand Console / Log Window. (Log will Expand Across the Lower 1/4 of App and Increase Font Size, will auto collapse back when cursor leaves the log control). - Renamed Log Menu Controls for uniformity. - Added Bird Density to Terrain Preset Editor Tab. - 1st Stage of Adding Preset Memory Per Build (May Have Exception Issues if Config File is Missing/Moved By App or Sim.) - Re-Ordered Startup and Build Scan Functions to incorporate Preset Memory Per Build. - Restructured Preset Compare Dialog when Leaving Editor Tab, will list changed values. (Not Added to Server Settings Yet) - Fixed Typo in App Settings Screen. - Adjusted Preset Off Behavior. - Adjusted Preset Files Check on App Launch if DCS Process is Running. - Unfinished Mods Manager Controls/Code Backed Up/Separated and Purged from App. - Adjusted/Sorted Load Order for Preset Editor Vars. - Move/Renamed User Prev. Preset Editor Vars and Made them uniform w/ Global Vars - Added Sim/Game Mode Preset Controls (Not Enabled Yet). - Adjusted Tool Tips for some Global Preset Buttons (Server Presets aren't active, Some GFX Presets are also not active.) - Separated Stable/Open Beta Change Logs Link on Adv. Updater Tab / References. - Controls Added and Activated for Camera's and Views Tab. - Rewrote Clear Preset Value from Memory Function when Loading/Switching Preset. - Rewrote User Prev. Value Saving/Loaded (Now remembers prev. positions of all controls). - The Last Show Campaign Information Added.
    3 points
  40. As I said, the ATC must be completely redone first.
    3 points
  41. Thank you, this should hopefully be fixed in the next patch with the final bit missing, I mentioned above.
    3 points
  42. True, but was still a great sim for that time. Look at what came just two years later, in 1991..... And two years later, in 1993.... And other two years later, in 1995.... And another two years later, in 1997... And also in 1997................ the familiarity is undeniable And a year after, in 1998..... And, of course, couldn't be without this one, launched in 2003 The progress and variety in that decade is admirable, you must admit. And there are so many more flight sim titles (and more vids) that one could fill here. The whole 1990s to early 2000s were such a good time for sims, so much nostalgia looking at those.
    3 points
  43. Thanks, added to the bug list. Priority - medium
    3 points
  44. Every time someone asks about the MCB circuit breaker this chance will increase another 300%
    3 points
  45. Thanks a lot for making our beloved Viggen alive and better
    3 points
  46. I don't understand why this argument is kept being made. I don't think this is what people want. When listening to the Gulf of Sidra tape, I remember that the voices are very tense and emontional. But I do not remember anyone making silly jokes in that situation. That is in my opinion the point. When the master arm goes on, the jokes stop.
    2 points
  47. It wasn't mentioned anywhere in the patch notes, but pilot MFDs are exporting now. They are rendering to the standard LEFT_MFCD, RIGHT_MFCD, and CENTER_MFCD viewports. The F-15E is not using the standard file structure for MFD exporting, and I have not been able to find where viewports are defined in the module.
    2 points
  48. 2 points
  49. In regards to controlling missiles in my assets. I have explained this many times in the forum thread (I will add an entry in the FAQ). It's not that I don't know how to add the Combined Arms features of radars and missile control. The issue is that if you use them, all advanced features are removed. You basically make all SAMs the same. I have yet to find a way to implement different seeker head types or the correct number of missile channels when using the CA control feature. And I primarily make my assets for AI use so I will always prioritize the real life characteristics before human control. If I can implement human control without sacrificing real life characteristics and features - I will do it. That's why most guns are human controllable.
    2 points
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