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Showing content with the highest reputation on 08/02/23 in Posts

  1. Working on US Infantry assets. First out will be the FGM-148 Javelin ATGM.
    16 points
  2. Orbx https://discord.com/channels/830991978337927189/1008311429792813097/1135748607354609835 KOLA map
    8 points
  3. Hi Work on the night lighting was not stopped. We are looking for a balance between performance and beauty. Even now some of the new lights are switched off at a distance, somewhere they are replaced at the lod1 level by standard lights. All this will be available in the next update.
    6 points
  4. ED User Files Link: https://www.digitalcombatsimulator.com/en/files/3332398/ All missions take place in various regions of the Caucasus map. A series of quick missions (Most take 3-10 minutes, though 'Advanced' and 'Expert' missions may take longer), designed to help Strike Eagle pilots practice their systems workflow, refine their key binds and HOTAS controls, axis curves, and employment proficiency with a variety of both air-to-air and air-to-ground weapon systems, Air-to-Air refueling, as well as some more advanced scenario based training, that will test your flying abilities while expanding your skills. These are designed to be quick and hassle-free ways to practice selecting the weapon systems, picking your modes, options, ripple patterns, etc. in order to ingrain good muscle memory and habits so it becomes second nature when flying real missions. These are all copied and/or adapted for the F15E from my Viper practice & proficiency mission pack: https://www.digitalcombatsimulator.com/en/files/3328191/ If a mission has a live threat present, it will always be noted in the mission briefing. ******Important note: These are not tutorials. There are no step by step directions telling you how to sel ect and employ the systems required, or perform the assigned task. These are practice missions. A basic understanding of the jet is required. (Though they could be useful if you're following along with Tutorial videos or checklists.) Missions are broken down into 4 categories for easy navigation: - '.Basic': Essential skills for new pilots. Landing, formation flying, spotting, etc. - 'Weapons' - Threat free environments to practice weapons employment. The bedrock that this mission pack is built on. - 'Advanced' - Scenario-based training. Live threats present. Read all mission briefs in full. - 'Expert': - High level scenario-based missions. May contain multiple types of live threats and/or difficult flying conditions. Limited use of F10 and labels. Read mission briefs thoroughly. There is a briefing accompanying each mission letting you know your airspeed, altitude, situation and overall objective. The F10 map, Labels and Active Pause are available in all missions '***' will denote items from most recent update. Includes the following: Weapon systems: - AIM-9M Sidewinder - AIM-120C Amraam - CBU-87 - CBU-97 - GBU 10 & 12 (Single mission for both.) - GBU 24 - Mk 82 & Mk 84 Low drag bombs (single mission for both) - Mk 82 & Mk 84 High drag bombs (single mission for both) - Air to Air Guns Basic Skills: - Cold Start & Takeoff - Cold Start & Takeoff (Night) - Visual landing: clear day - Visual landing: Rain & Wind - Visual landing: Fog & low light - Visual landing: Night - Beginner Formation Flying - Air to Air Refueling (Easy comms, no external tanks) Advanced Skills: - Air to Air refueling (No F10, No labels, TACAN required, No easy comms) - Neutral BFM - Fox 2s - Neutral BFM - Guns only - Beyond Visual Range - AIM-120C - AWACS supported - Beyond Visual Range - AIM-120C - No AWACS Expert: - Fox 2 Unknown Adversary*** - Fox 3 & 1 Unknown Adversary*** ----------Next update planned: TBD----------- To install: Unzip folder and extract the Folder titled 'F15E Proficiency v1.X. Copy and paste to: Users -> *Your username folder* -> Saved Games -> DCS.openbeta (Or DCS if you're running stable version)-> Missions Then go to the 'Missions' tab on the main menu of DCS and at the top should be the folder containing all missions. You can reach me on the forums here: https://forum.dcs.world/profile/138197-617-evil/ If you have any suggestions, feedback or technical issues. F15E_Proficiency_v1.3.zip
    4 points
  5. Patch Notes discussion August 2023 Stable version update. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.8.7.42718/ Launch of the DCS: F-15E by RAZBAM Introduced a new map module: DCS: Sinai by OnReTech Introduced new campaigns: DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulation DCS UH-1H The Last Show Campaign by SorelRo DCS World Fixed H-6J GDJ-IV1 MER6 adaptor model. Added smoke from vehicles and some static objects based on health, this means as a vehicle takes more damage you may see different levels of smoke giving you a better idea visually if you did any damage on that last run in. ME. Info window expanded with opportunity to auto or selectively rename the units in the group. Press the “question” mark button next to the Group Name field. It was added earlier but not mentioned. MP lobby. Select Role dialog now shows the name and IP address of the current server. The “Favorites” interactive star is also presented for convenience. Double-clicking on the IP address string copies it to clipboard. It was added earlier but not mentioned. The lessons for free entry level Su-25T attack aircraft are improved: tuned triggers and timings; added helpful highlights and in-simulation pictures for some lessons; added RU voiceovers. Added raster charts layers transparency Fixed crash on loading surface textures in Normandy 2.0 Ships AI. Fixed - ships are swung around target course duration after hard turn. Ground AI. Fixed - Artillery does not fire if there is more than one unit in the group. Ground AI. SL Flakscheinwerfer 37 continues to work after destruction of the generator. Dedicated server. Fixed - JTAC unresponsive in MP. Fixed. Exhaust flames effect hang in the air after client changes slot or disconnects Effects. Smoke from Vehicle Damage: smoke flickering when vehicle fire fixed, smoke after non-lethal damage temporary removed, added little smoke after damage for ships with old damage model Destroyed AI plane teleports to ground level - fixed MP. Static MLRS-270 attached to ship, don't moves with ship on client - fixed In the mission there are many groups with multiple helo pickups. Once the helo's are full and troops remain a crash occurs - fixed ME.GUI Error with task Embarking from Trigger actions in some cases - fixed MP. DS. Required modules check is not working for the ww2 assets pack - fixed MT. Units and smoke are visible through clouds from long distance - fixed Weapons. Corrected weight of S-8 rocket family. Infantry no longer smoke when injured or killed ME. Weather widget: Broken alignment. Not enough space for strings - fixed Ships. Arleigh Burke aft launcher is missing the 'boom' sound when the SM-2 missile is fired - fixed ME. Mission Editor freezes when creating a new group - fixed AI Aircraft. AV-8B. Incorrect deck landing and takeoff in some cases - fixed AI Aircraft. AV-8B can't take off from FARP and sea shelf objects - fixed GUI Error when try to select track in some cases - fixed Ground units. In some situations, the collision of a bullet and a unit is not registered - fixed. MP. Server CTD if the client is destroyed due to a trigger and the client leaves the server - fixed. Historical mode. Egyptian list of units tuned. MP. There is no confirmation window when exiting the MP via the role selection menu - window added ME. ATC always shows AM radio modulation even if scene role set to FM - fixed AI Aircraft. MiG-31 will be able to simultaneously launch up to four R-33 missiles to four targets. Improved rendering of sea water surface in FLIR. ME. Aircraft payload view will stay open when "Additional Properties" tab is open. FLIR. South Atlantic Map IR render is adjusted. AI Aircraft. AI fighters will attack specialized interceptors like MiG-31 type if they are tasked with attacking fighters. MP. Server CTD on unit:destroy when player controlled - fixed Incorrect display of the horizon visibility boundary in TV mode of targeting pods - adjusted VR. Left eye has issues with lights on terrain and buildings - fixed lightmap applying in multi-viewport setup ME. MK-84 and some other bombs are missing in the Bomb in Zone Condition of trigger - fixed MP. Dedicated Server: slot spamming causes 100% CPU load and server unreachable - Fixed New IA mission for Sinai Map: MiG-15bis, F5E, and Su-25T MT. Shaded 3D models in ME and Encyclopedia ME exits without Save prompt when closing Encyclopedia with a double-click - fixed MP. Server. Missions lists are now separated. MP mission launched from ME would be always shown as a single one in list while ordinary mission list accessible from MP menu will not be purged Train horn sound fixed Cancel button not working in game options/system - fixed ME. Egypt. Historical database checked and corrected ME. The crew's radio is enabled MANPAD units will not have smoke damaged effect after being hit Fixed several crashes in certain situations NS430 Persian Gulf crash on zoom out to 200 nm - fixed 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 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 corrected. 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 Weapons. AIM-54 loft trajectory adjusted MP. Fix scrolling to own slot if filters were used before select role dialog was closed Fix coalitions passwords feature DCS: F-16C Viper by Eagle Dynamics Adjusted threat position on the RWR. Each threat lethality ring has been moved slightly outward. Radar threats in Track mode will appear just outside the solid white ring on the RWR display. Radar threats in Missile Guidance mode will appear inside the solid white ring. When taking defensive actions, radar threats displayed within the solid white ring should be prioritized over those outside the ring. Fixed:Snowplow option missing on FCR page without TGP installed. Fixed: High aspect BFM mission for Black Sea map - AI ignores player. Added Velocity Search With Ranging (VSR) Instruction video DCS: F-16C and F/A-18C Velocity Radar Modes Update (COMING SOON) Added MTR LO (71 knots) and HI (110 knots) function from CTRL (knots) page of FCR for radar AA modes Added Sinai IA Instant Action missions Fixed: Markpoint created from FCR GM has large offset from what is designated Fixed: Offset Aimpoint altitude is entered from DED with negative values Fixed: ASEC and DLZ persists in FCR after switching to NAV mode Fixed: TGP Mark point incorrect in weapon MAN mode Fixed: ACM 30x20 locking outside the HUD limits. Fixed: IAS incorrect on Marianas with very high head winds Fixed: Radar able to track targets that are terrain masked Updated BFM Instant Action Mission 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: F/A-18C by Eagle Dynamics Fixed: WPDSG designates the wrong point if the TDC assigned to HUD in A/G mode. Fixed: Dumb bombs, cluster bombs and LGBs stuck in the wrong mode if IAMs are selected and a designation is made. Fixed: Rudder animation on net phantom doesn't work. Fixed: Trackfile stepping issue, sometimes a trackfile is skipped. Fixed: VFA-97 Fuel Tank Texture Issue. Added Velocity Search (VS) Instruction video DCS: F-16C and F/A-18C Velocity Radar Modes Update (COMING SOON) Added Sinai IA Missions Fixed: Enabling one-look raid removes target offboard information Fixed: Stuck B sweep on the edge of the DDI after locking on to the target Fixed: Slewing after Offset designation moves the WP symbol on the HSI Fixed: Extrapolated radar trackfiles continue to update the AIM-120 with the true position of the target Fixed: Precise coordinates discrepancy between F10 map and the cockpit Fixed: TWS won't show a trackfile until 6 raw hits (bricks) are detected Fixed: AZ/EL and RDR ATTK pages show info for jamming target Fixed: Offset symbol moves in SA page Fixed: SA page shows HAFUs ranked as 0, for trackfiles below rank 9 Fixed: Stepping away from first track file takes two presses Fixed: Training mission carrier moves when it should be static Fixed: Airspeed in HUD on Marianas is doubled in very high head winds Fixed: Time on Target seems too fast when setting ground speed Fixed: Radar able to track targets that are terrain masked Updated BFM Instant Action missions 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: AH-64D by Eagle Dynamics Added AGM-114L. See video created earlier: DCS: AH-64D | Radar-Guided Hellfire Missiles (COMING SOON) Added Laser Spot Tracker. See DCS: AH-64D | Laser Spot Tracking (COMING SOON) Added Internal Aux Fuel Tank option FM. Considerable change of flight dynamics model (WIP): The range of roll and pitch control has been increased, and at the same time, the stability of the helicopter has been increased in all flight modes, including: Helicopter controllability at low-speed maneuvering has been improved; Increased helicopter roll stability at submaximal speeds; Improved behavior in transitional modes (roll-in/out and pitch-in/out) The trim position of the helicopter and controls in hover and level flight modes has slightly changed. FMC/SCAS SCAS tuned for modified flight dynamics model; SCAS altitude channel damping and auto-shutdown behaviour was remodelled to react at specific limit parameters of the engine and vertical speed Fixed: Weight issue after heavy loadout creates control problems Fixed: Crash on PLT client when CPG leaves from crew. Fixed: Multi monitor - Exported displays not respecting brightness Fixed: George menu does not take into account the scaling of the interface. (reticle offset left) Fixed: PERF page WIND direction displays value 180 deg opposite of correct value Fixed: CHAFF (T1) should be "barriered" when forced to SAFE Fixed: Enemy AI does not attack AH64 if pilot is killed (heli by CPG control) Fixed: Rotor lighting effect artifacts at night Fixed: Export viewport - static viewport images when choosing external views Fixed: TEDAC Export Viewport spills into adjacent view ports Fixed: VHF AM radio can transmit in 108 - 115.975 MHz range Fixed: MPD TSD Pages - Routeline doesn't include Hazards points Fixed: CPG TDU blinking in Multicrew/MP Fixed: Blurred rotor effect not working for CPG in multicrew Fixed: CPG Nav range automatically updating to new Nav range without SLAVE being re-enabled Fixed: AGM-114 quantity issue when taking control with CA Fixed: Missile Constraints Box and Rocket Steering Cursor not displaying when SAFE Fixed: George AI uses weapons incorrectly in some case (George AI launches one missile without lazing the target. Missile flies past. Laser does not turn on. Indications on IHADSS does not correspond to the selected mode in George AI menu.) Fixed: "Back Scatter" Message with no missiles Fixed: M282 rocket warhead falls outside the timeframe Fixed: Wrong control layer opens in the settings, after selecting AH-64 in the simulation Made it possible for AI to use IAT Added Sinai IA Instant Action missions Added Windshield wipers clear rain drops Added for AGM-114L new icon for ME Fixed: George manoeuvres are not predictable and almost deadly Fixed: LST switch in front cockpit moved to A in colds (auto-start and manuals) Fixed: AGM-114L seem to fail to hit targets fired while aircraft is moving Fixed: APU desync between PLT and CPG Fixed: "George" will say "in range" when it is not Fixed: Player-CPG cannot launch AGM-114L after AGM-114K Fixed: George evaluate LT switch position when Player leaves CPG seat Fixed: Yaw limit after you don't launch AGM-114L at once Fixed: Constraint box fixed after last missile Fixed: George launched AGM-114L from 9km when in weapons free mode Fixed: AGM-114 typo in weapon label Fixed: FCR defaults to wrong mode in specific power on conditions 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 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 - no sync of engine 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: NEXT and PREV. bind commands for R-60 launcher selector Added: Quick missions for NTTR and Caucasus Fixed: Control options sometime stuck on Mi-24P Pilot-Operator category Fixed: English cockpit backlight stencils conflict with Russian version stencils Fixed: AI does not attack the MI-24P if pilot is killed and helicopter controlled by operator Fixed: Petrovich AI menu does not take into account the scaling of the interface and reticle has left offset Fixed: AC Voltmeter readings and wiring Fixed: Petrovich AI warns about incoming attacks even if operator character is dead Fixed: Killed Pilot character could control helicopter if Player being in operator seat and gives controls back ("C" by default) Fixed: Several crashes reported by users through built-in report system Fixed: Radio desync in multicrew Fixed: R-863 radio does not turn on channel 11 on Pilot-Operator seat in multicrew Added: Quick Start missions for Sinai map Fixed: Searchlight multicrew desync Fixed: Petrovich AI switch targets in the loop sometimes Fixed: Fuel shut-off valve sound 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: A-10C II by Eagle Dynamics All training mission now using the correct A-10C II aircraft Named presets for ARC-210 can be set in the ME now 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 firstup Added. Wheel chocks Added. AN/ALQ-184 Long Pod Added. Copy Feature for UFC and CDU DCS: UH-1H Huey by Eagle Dynamics Added: New engine simulation model added, replacing the old one Added: Hypoxia effect added to UH-1H pilot Improved: Position lights dim/bright adjusted Fixed: Minigun animation is missing in MT Fixed: WIP Throttle control over FCU logic for new engine model. (Before, helicopter would be able to takeoff on throttle idle) Fixed: WIP Fuel consumption tuning after new engine model implementation DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics Added: Quick Start missions for Sinai map Fixed: Crash caused by asymmetrical gunpods jettison DCS: MB339-A by IndiaFoxtEcho Fixed incorrect indication for RNAV bearing Fixed radios stop working when tacan is switched on Fixed knob behavior for the gunsight MILS settings Fixed tacan and radios volume at spawn according to ICS panel Fixed wrong RPM percentage for the anti ice test DCS: JF-17 by Deka Ironwork Simulations Fixed: wmd7 image shaking during maneuvering Fixed: AG radar no RBM image Fixed: blackout issue at high alt due to ECS turned off Updated: SMS supports PL-12 for new scheme test (Player needs to modify JF-17.lua to manually add PL-12 to JF-17 pylons) Updated: PL-12 changed to same scheme as AIM-120C Fixed: SMS supports for PL-12 Added: Weapon Qualification missions Fixed: FPM behaviour on MFCD radar page DCS AJS-37 Viggen by Heatblur Simulations Tweaked HUD glass for better visibility in very bright lighting. Fixed various sound loop issues. Better ease-in and ease-out for afterburner sounds in cockpit Added ability to move ahead in Cold Start mission in case of misfiring trigger. Show Must Go On livery now shows appropriate droptank textures. NEW: Added over 100 user requested keybinds (with special thanks to Munkwolf et al.). Does not affect existing keybinds. 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. Included several BK-90 fixes: Fixed STD switch erroneously affecting pattern setting. Inhibited display of BK-90 HUD symbology above 500m. Max distance release cue not showing correctly. Added U-22 Jammer Mode E (always transmits). Added non-tracer AKAN gunpod. Fixed Jammer warmup not being skipped during hotstart. Fixed U-22 (old) warning light not showing during warmup. Fixed X-TANK BRÄ light showing <50% RPM instead of <70%. Fixed airbrakes not auto-retracting with landing gear releasing. Added feature that allows airbrakes to be stopped in an intermediate position. Added “_(...)” to keybinds for l10n. Now keybinds are localizable. 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: Major Ground Handling and Suspension Overhaul Phase 1: Improved general suspension. Improved taxi behaviour and ground roll characteristics. Improved ground handling sounds. More ground handling improvement to come! NEW: Added pedal shaker sound (above 21 units AOA.) NEW: Added wing turbulence and wind sounds for additional feedback queuing at high G/pitch rate Added DLC deployment sound Fixed USS Forrestal taking damage on landing and take off Adjusted buffet intensity and AOA schedule for “realistic” buffet option Adjusted Yaw SAS effectiveness Adjusted ground effect pitch moment to assist in aerobraking and rotation (necessary after rolling friction reduction) Fixed MAK-79 loadouts. Phoenix pallet mass now again added to total aircraft mass (added weight cannot be seen in-game, but is taken into account in the FM) NEW: Major Ground Handling and Suspension Overhaul Phase 2: Significant suspension and ground handling qualities update. Increased Brake Torque. Adjusted kneel actuator rate. Completely redone strut forces and dynamics. Adjusted kneel spring energy. Fixed aircraft spawning kneeled on carrier hots. All hots now spawn with the parking brake engaged. Adjusted default takeoff trim for carrier spawns. Fixed incorrect delay in ejection sequence. EIG brightness adjusted with ambient illumination. 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: SA-342M Gazelle by Polychop Simulations SA342 - Common to all Updated external textures to PBR standard Added raindrops on canopy Interior lighting and reflections updated Flight model Entirely rewritten FM Overhauled engine and rotor behaviours Updated mass and payload mass parameters Many new behaviours added or reworked (ground effect, flapback/blowback, retreating blade stall, density altitude, ETL…) Engine surge effect from rapid collective movement added Force Feedback support added Removed ‘Easier Controls’ special option Removed ‘Rudder Trimmer’ special option (replaced with new trim options) New trim options for cyclic and pedal behaviour when using ‘Force Trim Interrupt’ None - has no effect Instant - trim position instantly set to current cyclic/pedal position Fade In/Fade Out - trim position will move to current cyclic/pedal position over short time period (<1sec) (also applies to ‘Trimmer Reset’) Applied upon Recentering - trim position will apply instantly only when cyclic/pedal position is recentered Updated controls indicator Red marker shows control position Grey marker shows trim position Autopilot markers removed for further consideration Updated/added network animations Implemented IFF panel (limited functionality) Updated autopilot system Airspeed/Altitude hold mode removed for further consideration “Auto-collective” removed for further consideration Added light indicators for auto-hover (CSV) and heading-align (ALV) autopilot modes Autopilot master switch will not engage/will disengage if pitch, roll or yaw SAS disabled Added smoke display system Smoke launchers can be equipped in the rearm/refuel screen Smoke launchers have a new input to toggle on/off Collective can be hidden by clicking on base of collective Added tablet navigation aid Tablet can be disabled from mission editor Tablet provides map, heading, airspeed and groundspeed GPS information Updated slip ball to be less erratic Fuel warning light now flickers if below 80L 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. SA342L Added new weapons: 2x/4x Mistral 2x/4x HOT3 HMP400 gunpods (100, 200, 400) Selectable GIAT M621 20mm Replaced Viviane screen with periscope sight Replaced Viviane control panel with periscope control board Periscope provides two zoom levels Toggleable gyro stabilisation Selectable reticles for estimating distance Connected to ‘VIS’ mode on Artificial Horizon same as Viviane Pilot sight can be hidden by clicking on mounting of pilot sight AI now able to fire HOT3 missiles Added ground crew option to remove doors Added option to shoot multiple pylons if the weapon is from the same type SA342M Viviane camera code overhauled Viviane multicrew synchronisation improved AI now able to fire HOT3 missiles SA342 Mistral Removed playable version (now replaced by SA342L) Removed Custom Cockpit options SA342 Minigun Added special option to decouple minigun from head/camera view Added inputs for keyboard/joystick control of minigun Added inputs for mouse control of minigun Added clickables and inputs for minigun safety, sight power/brightness and IR laser DCS Mirage F1 by Aerges TRAP 136 (‘Green’) and TRAP 137B (‘Red’) radios fixes: TRAP-136 radio (‘Green’). Fixed incorrect operation of the radio function selector switch at cold. TRAP-136 radio (‘Green’). Fixed inoperative radio at cold cockpit up, when the frequency was selected before the radio was powered on. TRAP-136 radio (‘Green’). Selection of the Frequency mode selector 'G' position will not enable the guard receiver anymore. Use 'Pal+G' Function selector position to enable the guard receiver. Fixed both 'Red' and 'Greed' radios function selector switches operation with autostart/autostop macros. Optical Sight: Fixed a bug with wrong gunsight diameter, when entering A/G mode with VEL Optical Sight mode enabled. Changed Optical Sight Velocity Scale display logic: In '(C + M or SW) R' mode the Target Aspect Angle is displayed. With short range missiles selected and not in '(C + M or SW) R' mode - the Target Closure Velocity is displayed. 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'). General missile logic: Wingtip missiles can now only be fired with a lock. After review of available sources, Magic 1 and 2 missiles launch delays were reduced to 310 ms. Added radar missile locked and masked tones. Flight control system and AP fixes: Yaw damper logic reworked: runaway yaw damper issue and oscillation in transonic fixed. Work on improving the behavior in wake turbulence is underway. Fixed AP integral lateral command problems: AP can work with significant asymmetric payloads now. AP ALT mode engagement is much more smooth now. It's no longer possible to connect the AP at all when disconnection conditions are being met. Solved AP disconnection issues with FFB. Fixed control stick slow jitter in some situations when AP was connected. Fixed autopilot roll issues that caused disconnection in MP (and in SP after a longer time). Adjusted yaw damper response (both amplitude and frequency). Adjusted wake turbulence behaviour. Now the aircraft won’t be so much affected by turbulence in yaw. 3D model and textures: Fixed Mirage F1 EE AOA color band lights. Fixed Mirage F1 EE accelerometer reset animation. Fixed right wing pylon. It is identical to the left wing one, instead of being both symmetrical. Added missing SIL label to UHF radio unit. Fixed animation of the anemometer speed bug. Fixed several fuel and radar lights in the Mirage F1 EE. Fixed the size of white dots in the Autopilot control panel. Fixed circuit breaker label (C de GYRO circuit breaker was incorrectly called NAV). Improved BR-250 bomb texture. Fixed the spherical indicator, it now shows the correct pitch attitude. Fixed the standby horizon, it now shows the correct pitch attitude. Adjusted spherical Indicator airplane symbol. Short range IR missiles: Fixed AIM-9J lock-on audio not being heard. Sidewinder missile will not perform SEAM (scan pattern) anymore as this mode was not implemented in the real F1. 'Cannon 600/Identification P' throttle button will now uncage Sidewinder missiles (except AIM-9B). If no target was detected at this moment, the seeker head will drift randomly following the background IR heat. The seeker will return to the boresight once the 'Cannon 600/Identification P' button is released. I.e. if a target is tracked, the button must be held pressed to keep the seeker on the target. AIM-9JULI launch delay was reduced to 0.4 seconds (AIM-9B/P/J still have 0.8 seconds). Magic 1 and 2 scan now is a 5 degrees wide rectangular pattern. Fixed Magic missile scan pattern. Sometimes the scan pattern size was excessively increased. Updated Magic missiles instantaneous seeker FOV. It is now 3.4 degrees wide. Wingtip missile energization switch now always spawns in ON position. Wingtip missile cooling time increased. Gyroscope system fixes: Fixed bug that impeded full alignment of the gyros if the Gyro mode switch is moved out of stop before the aircraft has AC power. Gyro failure overhaul: Added new gyroscope related failures. Fixed general gyroscopic central failure (it now works as described in the manual’s failures section). Changed CAP (heading) failure light logic to no longer depend on the attitude gyroscope state. Other fixes and improvements: Fixed both left and right BARAX panels animation and clickability issues. Corrected asymmetric load behavior when carrying BR-500 bombs. Fixed control stick animation arguments mix. Oxygen system energization logic fixed. Main oxygen tank level test corrected. Emergency landing gear deployment issues fixed. Updated tooltips in Mirage F1 'Special Options' menu. Fixed IDN training mission. Lesson 2.1: The navigation indicator (IDN). Removed "T" key default binding in "Search light button" input. Added "Stick alternate PTT button" input. Updated the Flight Manual. Updated theup training mission: Highlighted the NWS high sensitivity button. Specified that the "I" key on the keyboard sets the throttle to idle. Added PHIMAT chaff pod to versions CT, CR, ED, BD, EQ, BQ. (Only visual for now). Added Stick Hide/Unhide keybind. Fixed missing decimals in loaded radio presets. Increased alternator overheating time. BARAX lights test logic will be always working now, disregarding the system test status. INS overhaul (first step): Improved alignment steps and precision in all modes. Accelerating during alignment now generates a malfunction in the INS and requires full realignment. Fixed ALCM mode. Corrected oxygen test logic to follow manual description. Now the needle moves from full to empty to full again until the test button is depressed. Fixed oxygen indication energization logic. Now, when pressing the OXY TEST button, the oxygen indicator will be energized by the emergency AC bus 1 instead of the main AC bus 2, thus allowing the oxygen level to be read with the engine off. Fixed Standby Horizon attitude reference symbol movement with keyboard inputs. Fixed initial position of the ejection seat clickspot before it is pressed for the first time. 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. 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 time is more than 12:00 PM. 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: Updatedup 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 AIM-9M launch delay was reduced to 0.4 seconds. Magic 1 and 2 scan now is a 5 degrees wide rectangular pattern. Fixed Magic missile scan pattern. Sometimes the scan pattern size was excessively increased. Updated Magic missiles instantaneous seeker FOV. It is now 3.4 degrees wide. Fixed missing decimals in loaded radio presets. Fixedup training mission (EN, ES and CN). The aileron control test trigger should now work. Fixed the initialization of the mechanical clock hours hand when the aircraft time is more than 12:00 PM. Fixed clock hands animation: minutes and chronometer minutes hands were mixed up with each other. DCS: Black Shark 3 by Eagle Dynamics APU & Engine sounds updated ME. Incorrect mass of payloads - fixed MP. 2011 version instead of 2022 when looking at other clients - fixed Rotor gearbox sounds updated 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. Correctup 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: Flaming Cliffs by Eagle Dynamics Su-33. G limiter not functioning correctly - fixed Double pylons with B-8 rockets don't work on Su-27/33 - fixed Su-33. Heavy sky mission 20, Immobile Kuznestov makes takeoff impossible - fixed Fixed Sinai QS missions Fixed radio communication in the IA mission F-15C Fixed CTD when leaving Gazelle slot then spawning in a FC3 aircraft DCS: A-10C II Tank killer by Eagle Dynamics ARC-210:Incorrect display of the symbol "," on comm page. -minor: comma will also be filtered out from ARC-210 preset name 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: 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: Supercarrier by Eagle Dynamics CVN-74 USS John C. Stennis No Number in LSO Display Fixed: MT - long range lineup light not visible Fixed: Deck markings not showing in mission editor MT DCS: Combined Arms by Eagle Dynamics Fixed - The submarine could dive underground at shallow depths (after command from F10 map). Fixed - Range lamp for leopard 2. Fixed - Isometric view remains when switching to ship, if previously used for vehicle. Added gun reloading sound for WWII tanks. Fixed - Player can't use HE shells in the second stage if in the first stage set 0 HE shells. Fixed - "Zero-sight" mask in iso-view IR or NVG on MBT Abrams. All WWII aircraft Repair now replaces the battery with a charged one. Fixed. Guns sound the same with open or closed cockpit DCS: Mosquito FB Mk VI by Eagle Dynamics Fixed. RP-3 25lb is not firing as specified from within the mission editor - fixed Fixed. Cockpit lighting does not work in the Multi-threading Added new skins for the aircraft Fixed. Glitches in the spinning propeller effect. DCS: Spitfire LF Mk. IX by Eagle Dynamics Added the Chinese Flight Manual Fixed. Cockpit lighting does not work in the Multi-threading DCS: P-47D by Eagle Dynamics Fixed. Landing gear that led to jumping behavior and explosions of the aircraft DCS: Bf 109K-4 by Eagle Dynamics Fixed. AI bot flies too slow compared to the player flown aircraft DCS: FW 190D-9 by Eagle Dynamics Fixed. Starter animation backwards when using keybinds. Reworked keybounder handle animation Fixed: Double bind for Start Switch Added wheel chocks DCS: FW 190A-8 by Eagle Dynamics Fixed. Starter animation backwards when using keybinds. Reworked keybounder handle animation Pitot light indicator now works without ground power (pitot heating functions still have known issues) Fixed: Double bind for Start Switch Added wheel chocks DCS: Bf 109K-4 Kurfurst by Eagle Dynamics Unsupported ‘Signal Starter Crew’ command removed Added wheel chocks DCS: P-51D Mustang by Eagle Dynamics P-51 Challenge Campaign. Updated clouds, seasons, skins, time of days DCS: WWII Assets pack by Eagle Dynamics C-47. Better up visual is integrated C-47. Fixed. Landing gear contact with the surface. C-47. Added new sounds for the aircraft Reloading sounds for WWII tanks are added A-20. Fixed. Bomber does not fire defensive guns DCS: Normandy 2.0 Map by Ugra Media Added scene of Spitfires factories in Hampshire Added scene with flags and warehouses from machinery at Heathrow Airfield Added the port of Le Treport Added two fishing boats Added fishing boat routes Added underground tunnels in Paris Added new tram routes in London Added wooden piers Improved radar tower scenes in England and France Improved port scenes for Portsmouth, Dunkirk, London Improved traffic of trains and cars Added earthworks at English airfields Kenley, Ford, Chailey, Needs Oar Point, West Malling, Gravesend Improved scenes of Orly, Saint-Andre-de-lEure, Amiens-Glisy, Carpiquet, Gravesend, Kenley airfields Improved tent and sandbag shelter scenes at Ford, Chailey, Gravesend, Kenley airfields Part of metal car bridges replaced by stone ones Improved range of visibility settings for city objects Improved life settings for objects Improved lighting of objects Destruction models are optimised Added steps on Tower Bridge, Mirabeau Bridge, Alexander III Bridge Fixed errors in the Chailey, Farnborough, Ford, Kenley, Beny-sur-Mer, Bazenville, Deux Jumeaux airfield scenes Fixed errors in taxiways and car parks at Chailey, Farnborough, Ford, Kenley, Lymington, Orly, Villacoublay, Saint-Andre-de-lEure, Creil, Cormeilles-en-Vexin, Carpiquet, Sainte-Laurent-sur-Mer Terrain errors on the French coast have been fixed Leveled terrain in the ports of Portsmouth, Dunkirk, London, Boulogne-sur-Mer Fixed errors in land textures near the Isle of Wight and on the coast of the landing zone Corrected collisions in Louvre Museum arches, military school in Paris, Luxembourg Palace, Tower, Victoria Station, Liverpool Street Station, Kensington Palace, Buckingham Palace Fixed errors at Cumberland and Newhaven Forts Fixed the hands on the clocks at Victoria Station, Big Ben and model churches Increased texture resolution for minimum settings Improved cliffs on the coast of France Added large size flags 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 Campaigns DCS: F/A-18C Inherent Resolve Campaign by Looking Glass ADDED DOCS FOLDER - previously missing. Contains Campaign PDF, Mission Briefing PDFs, Info on skins and detailed campaign notes, credits COLD STARTS - added for all applicable missions Player now launches mission via SPACEBAR when ready allowing prep time Added ability to use LABELS Added SCORE SYSTEM system to each mission Added optional IMMORTAL MODE to several longer missions, dangerous missions Fixed / added EPLRS for all aircraft with datalink New KNEEBOARDS for all missions with detailed flight plans, mission details including load out, flight plan, maps, orders, roll call and more Embedded improved ground unit infantry skins from US Infantry Insurgent skins - see Campaign PDF for links Player WAYPOINTS renamed for consistency TACAN for tankers now use 72/74/75Y on all missions due to inconsistent TACAN issues Mission1. Steered C-130 higher and wider to avoid confusing player to follow them on take off Mission 2. Сorrected waypoints for target apron at menakh. Corrected transit speeds of package. Added additional ground units in firefight. Mission 4. Improved in-game instructions and briefing. Improved Ai behaviours all-round. IImproved target sets and positions. Added improved secondaries and airfield attack. Dozens of other upgrades/improvements. Mission 5. Adjusted helo heights - after reports of hovering around pad and too low for shoot downs around city. New audio added for weapons firing, BDA and other items. Mission improved playability / Flow / Timings. Improved gameplay, added audio for fox calls player and wingman, improved AI, landings, sequencing Mission 7. Updated Ai behaviour for egress/recovery/landings. Updated Completion music. Updated Sabre20 audio/dialogue for improved accuracy (location, instructions). Updated Oil Derrick explosions. Updated Flypast Artillery strike/timings. Updated flight audio/comms to avoid audio clashes. Updated Banshee targeting and BDA. Mission 11 - Chemical Alley - added immortal mode, improved gameplay, Enemy defences reduced, AAA FX improved, timings for tanker fixed Many more updates that improve flow/experience DCS: F-14B Operation Sandworm Campaign by Sandman Simulations Missions 12. Mission goals edited 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 P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations Radio frequencies fixed Odd truck parked on a revetment fixed Mission 6 odd units fixed Minor trigger zone fixes Spitfire IX The Big Show Campaign by Reflected Simulations Radio frequencies fixed Mission 2 success score fixed Some random leftover statics removed Mortality not enforced Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations Radio frequencies fixed Mission 10 AI takeoff bug workaround Missing skin textures fixed Mortality not enforced DCS: P-47D Wolfpack Campaign by Reflected Simulations Hand gestures added DCS: F-14A Zone 5 Campaign by Reflected Simulations Hand gestures added Mission 3 possible AI taxi bug workaround 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 Hand gestures added 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 Hand gestures added TACAN added to the tanker in mission 13 Safety trigger added to avoid radio anomalies Mortality not enforced DCS: Spitfire Beware! Beware! Campaign by Reflected Simulations Hand gestures added Mission 10 progression safety added Mortality not enforced DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations New datacard developed which includes weather data, more comprehensive info of the entire strike package, aircraft weight table, Joker and Bingo fuel states, and Bullseye coordinates. New flight plan page includes waypoint altitudes, incremental and cumulative distances, weapons loadout graphic and description. Both datacard and flight plans use larger font for easier viewing in-flight. For missions with AFAC (airborne JTAC), added ability to turn the laser off/on by the player. All AI anti-air threats dumbed down a bit to enhance game enjoyment. Added background radio transmissions for a more "immersive" experience. All mission kneeboards updated to new graphics/checklists. Added support for new ARC-210 radio And finally, after wheels up, a new little secret in the F10 menu to help make those long, lonely flights more bearable. Mission 0: Added new datacard and flight plan. Wingman crashes into Player's aircraft on final. Fixed. New ATC instructions when landing. Mission 1: Added new datacard and flight plan. AI Wingman not responding to menu commands. Fixed. Mission 2: Added new datacard and flight plan. Increased effectiveness of anti-air threats (previously didn't do anything). Mission 3: Completely rebuild from scratch. Added new datacard and flight plan. Loadout adjusted. Added more bad guys at Senaki and Kutaisi. Added SEAD support. Modified flight plan. Mission 4: Added new datacard and flight plan. Added a few more Russian JTACs and IFVs. MedEvac not appearing - fixed. Medevac smoke not appearing - fixed. Added more and bigger BOOMs for player enjoyment. AI Medevac helo's not following flight plan. Fixed - maybe. Thanks David Reiff. Mission 5: Added new datacard and flight plan. Updated flight plan route. Updated (increased) aircraft parked at Nalchick. Updated Colt 1-2's route. Changed Jolly to CH-53 (to better reflect CSAR Pave Low aircraft). Modified Jolly’s flight plan. Updated bad guy’s weapons. Player's aircraft is now available to 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 6: Added new datacard and flight plan. Updated Russian convoy route. Added AFAC (Reaper) for targeting. Modified players loadout. Modified Russian aggressor's route. Mission 7: Added new datacard and flight plan. Reworked the entire strike package, Coalition flightsing up but not launching - fixed. Mission goals revised. Less aggressive Russian convoy. Added SEAD flight. Changed Bullseye location. Vehicles were previously on the taxiway blocking access to the active runway. Fixed. Thanks David Reiff. Mission 8: Added new datacard and flight plan. Modified player's loadout. Mission 9: Added new datacard and flight plan. Changed SA-8s to SA-9s (thanks Blackadder 55). Modified Players loadout. Added SEAD flight. Changed lasing JTACs. Changed loadout back to GBU-12s from GBU-54s (the player keeps the option to change loadout at mission). Mission 10: Added new datacard and flight plan. Essentially recreated this mission: modified all Russian ground unit's routes and waypoints. Updated mission goals and objectives. New mission briefings. Changed Pig Flight's loadout. Significantly modified and reorganized all Russian armor's routes and speed and added a few mildly effective SAMs to keep it interesting. Added another U.S. armored cavalry company to help fight the invading Russian horde. Mission 11: Added new datacard and flight plan. Essentially recreated this mission: modified all Russian ground unit's routes and waypoints. Updated mission goals and objectives. Significantly modified and reorganized all Russian armor's routes and speed. Reorganized and remapped U.S. Cavalry's routes and makeup. Mission 12: Added new datacard and flight plan. Essentially recreated this mission: modified all Russian ground unit's routes and waypoints. Updated mission goals and objectives. Significantly modified and reorganized all Russian armor's routes and speed. Reorganized and remapped U.S. Cavalry's routes and makeup. Mission 13: Added new datacard and flight plan. Recreated the convoy to better follow their route. Mission 14: Added new datacard and flight plan. Essentially recreated this mission: modified flight plan. Added new SEAD flight. Modified Russian armor at Tblisi. Added better AFAC support. Mission 15: Added new datacard and flight plan. Add better ATC instructions. Boosted audio. Added more people and fireworks at Kobuleti. Decreased density of fog a bit. DCS: F/A-18C Serpent’s Head 2 Campaign by Badger633 Missions 1 to 10: Ford dedicated skins added Mission 3: Removal of co-ords via space bar fixed. DCS: F/A-18C Rise of the Persian Lion Campaign by Badger633 Missions 1 to 15: Livery numbering fixed Missions 13: Adjustment to help reduce A2A refuel collision. DCS: F/A-18C Rise of the Persian Lion II Campaign by Badger633 Missions 1 to 13: Livery numbering fixed Mission 13: Initial fail zone reduced. DCS: F/A-18C Rising Squall Campaign by INVERTED M02 - Fixed abnormal time flow at the beginning of the mission. M08 - Fixed abnormal time flow at the beginning of the mission. M09 - Fixed A-A data link functionality on SA page. M10 - Fixed the issue of Hammer squadron not engaging. DCS: UH-1H Huey Argo Campaign by 373vFS Greg Fixed carrier issues on Missions 1 & 8 Tweaked cargo issues on Mission 3 Tweaked Mission's 4 time Tweaked Mission's 8 Convoy reactions DCS: F/A-18C Operation Pontus Campaign by 373vFS Greg Fixed script error when targets were destroyed during CAS missions. The Enemy Within 3.0 Campaign by Baltic Dragon: General. Fixing typos, updates to briefings etc. Mission 01. Fixes to coordinates in subtitles. Removed unnecessary files from the mission. Mission 04. Added missing line for Pontiac. Updated on-screen messages so that player won't loose some of the comms. Mission 05. Removed duplicate briefing images. Updated flight plan (removed wrong WP1). Mission 06. Updated wrong kneeboard card with frequencies. Mission 07. Updated kneeboard and briefing images. Mission 09. Updated briefing images. Fixed issue with Overlord AI overstepping custom comms. Mission 11. Updated Player Group ID. Balancing of the difficulty for the infantry attack near the mosque. Mission 12. Fixed wrong VO for Lotus. Fixed overlapping comms for Raider. Mission 13. Fixed issue with missing debriefing. Minor typos fixed. Mission 15. Changed frequencies for some assets, so it is easier to manage the radios now. Mission 20. Updated mission date. Made some friendly units invisible so that they are not engaged by Russian SAMs. DCS: F/A-18C Raven One: Dominant Fury Campaign by Baltic Dragon Horizontal Update. Updated and fixed skins for the campaign Mission 01. Fixed problem with AI flights not taking off and carrier turning constantly Mission 08. Fixed issue with Red orbiting around the carrier after takeoff Mission 10: Updated triggers for Sluggo attacking SA-6. Added Link16 settings Mission 12. Added safeguard for AI engaging the SAM sites. Fixed problem with Iranian corvette hitting the pier. Added Link16 settings DCS: AV-8B Hormuz Freedom Campaign by SorelRo Weapons loadout changed as per latest AV-8B update for mission 12 and 7 and briefing text changed for mission 3. 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: 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: UH-1H Paradise Lost Campaign by Reflected Simulations Mortality not enforced 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: 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/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 theup 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
    4 points
  6. There's plenty of problems with the phoenix, but arguably the most annoying for the last year was that the phoenix doesn't reacquire target after notching. Two years ago that didn't really matter, since the kinetics of phoenix were so out of whack that it would often get to target way before the target had a chance to notch, or even saw the tomcat on the radar. Now with slower phoenix, the other aspects are showing up more. When the phoenix loses track, it used to suddenly pitch up, lose all the speed and get trashed, so everyone just assumed that the pitch-up is the problem. Since it suddenly pitches up, it's no longer looking to where the bandit is, so it's obvious that it can't reacquire the target. Seeing the comments here saying that the pitch-up, which everyone was complaining about, is finally fixed, and yet it's still not reacquiring the target, it is just so disappointing. We were under the wrong assumption that fixing the pitch-up is going to fix the reacquire, which apparently, it didn't. So, back to square one and another year of waiting I guess? The phoenix has been nerfed into oblivion in a very unfortunate interaction of heatblur and ED. And yes, I mean nerfed, as in a gamified sense, because what's happening just isn't any more realistic than what the phoenix was in 2 years ago, it just went from grossly overperforming to grossly underperforming. Heatblur insists on having phoenix having as realistic performance as possible, and they do that by providing the most accurate values for things like the missile thrust, aerodynamics, nozzle area, exhaust mass, weight, etc. Something like that, but i don't know the details about it. But ED is the one who actually writes the code that controls all the missiles, since ED controls all DCS missiles once they leave the rail. And ED's missile code is nowhere near as realistic as heatblur (or many players) would want it, thus no matter how accurate the performance values are being assigned to the phoenix by Heatblur, the actual DCS performance is then gamified by the crappy ED missile code. This gets doubly important in case of the phoenix, since the phoenix should be guided by datalink from the tomcat radar for the majority of its journey. But the radar code and the RIO cockpit buttons are the domain of heatblur, yet the missile performance, aerodynamics, guidance and general behaviour are ED's code, out of heatblur's control. There are buttons in the RIO cockpit in DCS that don't do what they should because their purpose is to affect the phoenix while in-flight, but ED's missile code just doesn't take those into account. Heatblur is here at the full mercy of ED being willing to implement any special interaction which heatblur wants to implement between the phoenix and the tomcat, and any interaction that ED is willing to implement is usually fairly simplistic, plus the inevitable bugs end up being nigh impossible to resolve, since there's a tendency from Heatblur to blame ED's crappy missile code for the bugs, and for ED to blame Heatblur's uncompromizing approach to realism, the bug reports just sit here and disgruntled players who report those bugs are sent on endless bounces between the two companies. Finally, one more but very important reason why the Phoenix is crap is the obvious fact that the true performance of missiles in DCS doesn't actually matter. What matters more is relative performance compared to other missiles and airplanes. And since good modules with powerful A/A combat sell more, there's inevitably going to be some incentive for performance inflation caused by this conflict of interest. "Shall we make a realistic module that people wouldn't play, or shall we make an overpowered module that will sell more?" Sadly, while all the devs are highly committed to realism, some are still more committed than others. And while extreme realism sells lot of modules, sneaking in a little extra unrealistic performance into your module here and there also sells a lot of modules, but for much less effort. I don't think it's very controversial to say that many modules and missiles are overperforming compared to real life. In my personal, poorly researched and very limited opinion, the biggest offender in terms of flight model was definitely the old gazelle (fixed recently, thank you Polychop!), and one of the biggest and most important current offender is probably (don't hurt me) the hornet and amraam. Interestingly, the viper from the same company seems to be strangely underperforming, so I wouldn't assume too much malice from ED for the overpowered hornet. Heatblur is uncompromizingly focused on realism, arguably more than most other developers, which is probably one of the reasons why loading into the tomcat always heatshrinks my PC a little. Heatblur's approach is to make the module so damn realistic that people will want to play it even if it loses in an engagement more often than not. I like that approach, and I wish all of the companies took the same approach. I like ED as a company, they care about realism a lot, they're just getting completely outshined by heatblur, but ironically, it's the heatblur's module that suffers a lot due to it. So, the best thing we can do that I can think of would be to convince ED to raise realism standards for themselves and all the third parties, to at least match the current standards of heatblur. It's gonna be a long fight though, and a long list of bugs.
    4 points
  7. ^No. We should have an EQ6 with Exocets and other fancy bells and whistles insted.
    4 points
  8. We are here where we bought the map and where the main support should be provided, not on Telegram, VK, Facebook, Twitch, Twitter, Discord, TikTok or whatever . As someone mentioned btw. no reply on Discord too.
    3 points
  9. You have it backwards. I read the thread and it looks like a couple of popular mods like the A4 had implemented configuration files with the same name as the ones in DCS core, in this case the Tools.lua file. My mods doesn't have such conflicting files since I only call for the DCS core version of Tools.lua. In short, there is nothing for me to rename or change. So if anyone is having issues with their sound, they should check if any of these conflicting mods are installed.
    3 points
  10. I updated to the latest DCS version did some testing. I have no issues running all of my now 99 assets installed at the same time. If you encounter these kind of issues, don't forget that you can repair DCS without re-installing it. Also don't forget that a lot of the times issues arise from stuff put in the saved games folder, which needs to be cleaned manually.
    3 points
  11. Well you can see them in a day or so if you like to help with the testing and confirm I've not broken anything. And by "testing" a really mean just use the ship(s) and let me know what issues come up. I promise I won't be "grading" anyone PM me if interested And do keep in mind that the USS America MOD the Admiral has posted is already a very nice mod
    3 points
  12. I'm not going to comment on the rest because I don't really have enough knowledge to do so, but from your #'s you're misinterpreting at least this. If the BUK detection range is 100 km, that means the signal SENT OUT by the Buk has enough power to go at least 200 km (100 km out + enough energy after the 100 km return trip to the Buk to be detected). Realistically it can travel much farther and still be at least somewhat detectable. The RWR is NOT indicating you've been detected, it's indicating that YOU are DETECTING radar signal. It tells you nothing about whether enough signal is getting back to him to be able to detect you. You could well pick up the radar at 150 km (or 250 km) on your RWR well before enough signal is bouncing back for him to see you. This is why using active radar (even in A-A) is always a trade-off -- the person you're looking for can see you before you see them. A real life example. Shine a flashlight at someone a long way away. They can see it long before it's casting enough light for you to see them.
    3 points
  13. Just added a new livery to the download for those that want another Akktu stakki one to use. Enjoy!
    3 points
  14. Done: https://www.digitalcombatsimulator.com/en/files/3332394/ . However, what I said can only be combined with textures. The mod consists in more expressive colors and a darker background (also with lights), which makes the position better visible (especially recommended for VR users).
    3 points
  15. Here you have our current roadmap. Work left to do in the F1 CE and F1 EE (some of it will affect BE and M): INS overhaul. Improved alignments. Improved drift. General bug fixes. RWR sounds. Radar overhaul: BZ mode. Dynamic noise model (including gain adjustment). IR missile radar slaving. Elevation control in V1 mode for 7 and 15 nm ranges. IR missiles logic/tone improvements: Cage/uncage logic. Radar and Optical Sight test modes. New pilot model. Finishing flight manual. More missions. Campaign. Other versions: F1 BE. F1 M. Payload additions: BRP-250 bomb. BME-330 bomb. CC-420 cannon pod. PHIMAT. JL100 rocket pod. Disclaimer: Known bugs and any bugs reported in the future will obviously be worked on and fixed. This list is not necessarily complete and other features might be added in the future too.
    2 points
  16. Through special options, customize the setting of TDC movement speed and radar pitch adjustment speed. It feels that the TDC cursor moves very slowly
    2 points
  17. Kola map is not made by Razbam. Look at Sinai map for instance, it runs smooth as a babies bottom. Even when flying over the mega huge city of Cairo on my old and crappy pc in VR. Just saying, there's no reason for loosing all "trust" my friend
    2 points
  18. @BIGNEWY and/or @NineLine; are you aware of the SA map performance issues? Do you perhaps know if Razbam is aware? If not, is there perhaps any chance you can maybe help bringing all these reports under Razbam's attention? Oh, and maybe you could also move this thread to the SA bugs section where it belongs.
    2 points
  19. Odd that you say dedicated server owners are being hit with 30GB of Liveries, When my Dedicated Server Build is < 14 GB Total. I supposed you are running a DCS Normal Stable/OB Build as a Server instead of the Dedicated Server Build.
    2 points
  20. This is a tough one. Anyone running DCS in VR with a well tuned system for it can testify, there's nothing more immersive. The problem is getting it to run right, and unfortunately that's too common in DCS. I had a 4K 55'' curved screen (Samsung NU8500) with head-tracking, and that's the most immersive DCS experience I had.... with a 2D screen. It's no VR, not even close. 2D screen lacks (stereoscopic) depth and, no matter how good or big the screen is, it makes one feel detached in comparison (to VR). Yes, it provides a bigger level of detail, clarity and precision on things like textures, or objects at far distance, and the performance impact (being less) makes it easier to push higher quality graphics settings. It's simpler to tune, and a lot more practical to handle, even to start the game (+headtracking). But then it lacks all the amazing things that make VR so good. VR is one of those "it just makes sense" things and unbeatable for immersion, if all stars align for it. You're there. In the cockpit. Things like VFR, formation flying, landing, air refueling, even BFM, are easier and far more pleasurable in VR - it has to be experienced to understand how good it is. Size and distances, all the proportions are right, the perception and depth of everything, it just clicks naturally. Nothing comes close. I suspect not even those big "pro" domes. But sometimes the stars don't align - performance issues (much more demanding on harware), endless fidling with settings (for the right performance/quality balance), and it does require adaptation (motion sickness, eye straining, impression of looking through a scuba diving mask, etc)... So it isn't 100% right for everyone. One solution lacks what the other one has, and none is perfect. If you feel happier with DCS on your 2D monitor (or TV) with head-tracking, than with VR, that's fine (I fly both too). For some VR doesn't "click", or maybe it wasn't setup right. What I'd say to anyone who never tried it is, be happy with what you have, don't try DCS in VR with a well tuned system, because if you do.... you may go down a rabbit hole, like the old adage: "Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return.”
    2 points
  21. PVUs most certainly help with drift. Assuming you're running MN, it will get velocities from the INS and from a known starting position it integrates the velocities over time to calculate position changes and since it has a known starting position, adding those changes together will result in the system knowing your present position. If the velocities are inaccurate the system will essentially think that you're moving across the ground at a different rate than you actually are. Since this is provided by the INS using accelerometers the actual value can be slightly off and even slight errors can have huge impacts. (I'll give an example later) The radar in turn directly measures this based on the rate of change of the ground returns and this is significantly more accurate. It then calculates delta values (the difference between the velocities it measured vs the velocities supplied by the INS) and adds these corrections to the MN for 5 minutes. After 5 minutes these values may no longer be valid so the system does not use them anymore. An MN PVU can give you sub knot accurate velocities. If all you're doing is just updating your position but keep the velocities inaccurate it will drift again anyway and if that happens the aircraft's understanding of the relative position of the target can also drift away rendering the designation inaccurate and hurting bombing accuracy as well. SAR mapping also relies on knowing exact velocities since if there's a velocity error the Doppler shift is calculated incorrectly and the result will be a significantly degraded map. Therefore, having accurate velocities without EGI is crucially important. INS PVU is another ballgame, that is typically done once per flight and it's purpose is to calibrate the INS to what its drift values are and its a bit more convoluted when performed properly than an MN PVU. This can lead to lowered drift over the course of the flight and it can also clear up the SAR image and this latter part is true even with EGI. Obviously if the mission has GPS available, drift will not be a concern and position updates are not required. To sum it up, assuming all gets added properly and working as it should, do your INS PVU once per flight during your way to the target area or on the way to the tanker or whatever, use MN PPKS and do a PVU for every map and update and try to keep the time between the last PVU and the weapon release within 5 minutes if possible for the greatest accuracy. If running EGI doing an INS PVU once per flight should still help with the SAR image to some degree. As an illustration, one knot of velocity error in the system is 1.7 feet of drift each second. So if you mapped the target at 10 nm and flew the attack run at 500 KTAS, by the time you get there the target would have drifted 120 feet. This gets further complicated if you add in squint angle error to the equation, but just to avoid making this message even longer, let's just agree to have the WSOman do those PVUs. Or just run EGI and let the geepus magically carry you to victory.
    2 points
  22. There are at least 3 mystery birds among the 4th gens in DCS now, the Hornet, the M2000 and the JF-17, for them there is no solid data publicly available regarding sustained turn rates, and unfortunately this makes it quite impossible to settle debates about this subject. I don't think it's a good idea to take DCS bfm relative performance too seriously, at least for the modern planes with classified performance data.
    2 points
  23. Soon I will release my set
    2 points
  24. Bonschab? Ist nich so weit von der Strada wenn man im Süden abfährt. Isch bloß die Manchinger Stroß nauf. Und vom HBF auch ned. Und parken kann man auch recht ok.
    2 points
  25. Если не читать сообщения внимательно, то вообще можно много выводов сделать. Приземляешь вертолет полностью, левой рукой поднимаешь очки VR, правой нажимаешь кнопки (аж штук пять нажатий нужно), периодически подглядывая в очки, надеваешь очки, кладешь руки на РУСы-РОШи, взлетаешь. В каком месте это удобно и реалистично? Может и здесь пилот руки за голову закинул и курит, а во Вьетнаме под огнем пилоты вовсе выходили в кусты отлить? Про морской десант вообще молчу. С палубы вертолеты взлетают, а погрузить в них людей нельзя. Приходится бессмысленно напрягать фантазию.
    2 points
  26. Подвижность по-хорошему нужна всем комплексам, кроме наверное С-200
    2 points
  27. Just wanted to show some appreciation and give my thanks to the Ugra Media team (and all those involved with the production/updates of this map). This last update for the Syria map has seen some remarkable improvements also in performance - what used to be the biggest drawback of this map. Soooo much better now!
    2 points
  28. I've attached a screenshot of the page you need to read in the manual. There is also a nice training mission that shows you how to do this as well. The manual is located in program files/eagle dynamics/dcs open beta/mods/aircraft/f-15e/doc It can also be found on the razbam discord. if you dont like reading, or doing training missions, you can check NOTSO's youtube channel. If none of the above are options, then GLHF
    2 points
  29. I tried playing your track and George fired the first missile but wouldn't shoot a second, so I'm not sure if it recorded right or not. Out of curiosity, I took control from the start and tried it myself, first using George (1 out of 2 hits), then jumped in the front seat and tried myself. Both my shots missed, so I took a look through the systems and the INU position was completely out of whack. I restarted the track and took control again, then double checked INU a second time, checking out this time. Unfortunately, the missiles still went haywire; in particular, they weren't climbing to an appropriate altitude. So I did an inflight reset of the INUs and the missiles finally started hitting, both with me and George. This might be more related to INU errors and drift bugs than the missile itself.
    2 points
  30. Regardless of what was said in the interview, the only way you will know, if anything is amiss, is to get the G and turn rate graphs for each aircraft and see how closely the DCS versions hew to it. You’d need to match each aircraft’s graph in terms of fuel, missiles (if any) gross weight and altitude. Anything other comparison just leads to confusion.
    2 points
  31. Hornet and Viper jets collectively say, "Um, Um, Um, good . " When the Kola Map is available to us as an early-release, we will have lots of fun. Hopefully, we will have early-release access before Christmas 2023. Mike Force Team
    2 points
  32. Updated to include some additional missiles. Up to date and compatible with DCS Open Beta 2.8.7.42718 as of 7/28/23.
    2 points
  33. That's about the flight dynamic of the helis. The main rotor will induce a torque effect to the heli, depending of the rotation of the rotor. if the rotor turns clockwise (CW), the fuselage wants to turn counterclockwise (CCW), and in the other direction when the rotor turns CCW. The job of the tail rotor is to counteract that. But if you observe the helis in general, the tail rotor is above the main rotor. This will induce a momentum to the heli and push it on the right ( if the main rotor turns CW) or left (main rotor CCW).when you start to lift the heli, the torque on the fuselage raise, and then you have to counterbalance it with the tail rotor. That will raise the momentum of the tail rotor and, make your heli banking either on the right (for the gazelle or other heli with CW turning rotor) or left for the other. I just found a video that explains the effect of the tail rotor. I don't know if you have other helis in DCS, just keep in mind that the Gazelle is a light weight heli, and so, if I can say it more reactive to the aerodynamics effect than heavier helis.
    2 points
  34. I do believe the developer doesn't care to address the FPS issues, I have some posts on their Discord about it (polite posts) and not one response from them about it at all there is none here either. Also unsure if ED have any quality control over the 3rd party map makes as this update should never have passed a quality check for release in the last patch with reasonable FPS being part of that check, FPS is both bad in 2D and VR as mentioned by people here. I wont be buying the new Kola map now until I see posts from VR uses on its performance.
    2 points
  35. Ok Guys, NO Need to argue about it now and prove why the rule exists. His intentions were to better DCS in an area that does need some attention, and likely will be getting it. Whether the videos came from another game or not at this point is moot.
    2 points
  36. https://www.amazon.de/Fernbedienung-LED-Beleuchtung-Computertisch-Getränkehalter-Kopfhörerhaken/dp/B09PRR91KF/ref=sr_1_2_sspa?keywords=gaming+tisch&sr=8-2-spons&sp_csd=d2lkZ2V0TmFtZT1zcF9hdGY&psc=1 Größter Crap ever....... (wie eigentlich alle Produkte mit dem Präfix "Gaming-")
    2 points
  37. This is very probably the most exciting map to be released for DCS so far.
    2 points
  38. Few pics from Rovaniemi and Bodo, taken from Orbx Discord
    2 points
  39. Please wait for the next update, looks like there is a fix going into testing just today. Thanks.
    2 points
  40. Bottom line why does the ALR-56M on the F-16 use 3 staged method of Search, Track and Launch for the rings. It does not use signal strength to determine lethality like the other sets modeled in DCS? The ALR-56M that the F-16 came with at launch acted like it's other ALR brothers but in recent updates it performs differently. These clips are straight from the DCS Manuals. It doesn't make much sense to be merged with a Fulcrum for it to show up on the outer perimeter just because their radar is searching and not tracking you. Why is that? F-15E ALR-56C A-10C ALR-69 F-16C ALR-56M
    2 points
  41. GB are nothing to worry about. Hard drives today are measured in TB and are very cheap. Actually the official livery files should be locked since removing or altering them can be a form of cheating.
    1 point
  42. Plans to update old 3D models as Mi-8, F-86, Mig-15, etc.
    1 point
  43. A sea search mode must not be related to the capability of shooting the missile. It rather is about a rail that can release the missile, potential data connectors needed, a LRI that sends the firing command and hands-off data from an attack computer to the missile or something in that manner, whatever is the data flow of the AM.39, etc. An example that comes to my mind: The German F-4F had the hard points for the AIM-7, and a comparable radar as the F-4E, but the firing module/LRI was removed from the avionics bay/radar, so it could not fire AIM-7 Sparrows... All this doesn't mean I am against it, it is meant as an explanation instead. I'd also rather see an EQ6, cause that would also bring an AS.30L and potentially the Kh-29L. I am not really hot about the M anyways, but that is personal preference and I will still enjoy it probably. If they can find data that it would have been able to shoot system wise and it didn't because the missile just wasn't acquired, I am happy to get the AM.39 for the F1M. At least we should not play DCS: Procurement, otherwise we need to limit our DCS stockpiles for EVERYTHING pretty drastically ^^ Lets see...
    1 point
  44. Artic winter in Caucasus, don't think the winter in the Caucasus is near the arctic
    1 point
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