Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 11/05/23 in Posts

  1. Hi fighters Long time no see. All this time, the team worked hard and today we will show you something. You know that Normandy2.0 is significantly larger than Normandy1944 and the Channel map, and provides users with significantly more opportunities to implement scenarios of the World War II. And the Ugra-Media team is happy to share the results of the development of the map, which allow you to realize the scenarios of the initial period of this war, including the Battle of Britain - the greatest battle in the sky of all times and nations. In this update, we add 7 airfields that you know: - Biggin Hill - Manston - Detling - Lympne - Abbeville Drucat - Merville Calonne - Saint-Omer Longuenesse - Wizernes This will allow you to adapt your missions and campaigns and supplement them with completely new historical scenarios. Now the distances have increased, build new routes, choose spare airfields and watch the fuel. We know your wishes for additional airfields on this territory. Stay tuned! Look at the first results of the work that is in full swing. Biggin Hill Saint-Omer Wizernes
    14 points
  2. Hi everyone! I just wanted to share my painting of the F-4E that I finished in February. With the hype at an all-time high during this pre-order period, I feel like now's a good time to show off a little Thank you Heatblur for creating inspiration. I had been intimidated to pick up the paintbrush again but the F-4 announcement (on my birthday no, less) really pushed me to make this. I hope you like it! And please, I absolutely love seeing others art as well so if anyone else wants to share their doodles, drawings, paintings of our favourite jet, please do so here! Some info behind the piece: "Phantoms over the Philippines" - Acrylic on 16"x12" canvas Two McDonnell Douglas F-4E Phantom II fighter aircraft - each equipped with two external fuel tanks and a single AIM-9P Sidewinder missile - tear through the skies somewhere over Luzon in the Northern Philippines in 1981 while on a training sortie. After the Vietnam War, the 3rd TFW, USAF reorganized and moved from South Korea to Clark AFB near Angeles City in the Philippines (hence the PN tail codes) in 1974. With the end of the tumultuous Marcos era in 1986, the fate of Clark AFB would fall on the shoulders of the new government, headed by Corazon Aquino. It was eventually agreed that US would return their largest overseas air base to the Philippines by 1992. The eruption at Mount Pinatubo forced the USAF to return the base early in June 1991 but not before six of the 3rd TFW's F-4E's would temporarily join the 7440th Composite Wing in Incirlik, Turkey during February of that year to take part in Operation Desert Storm. These would be among the last combat missions the F-4E would see in US service. Inspiration was a photo by SSgt. A. Taninggo.
    11 points
  3. I recognized this place RIGHT AWAY! (Bodø, Norway) I only spent 6 weeks there a long time ago - Wow what a beautiful map!!!!
    10 points
  4. I have been using this module in the forum for a long time. Thank you very much to all the authors for their hard work. Now I have just learned how to create a module on my own, and I will share it with everyone in the future. I would like to express my special gratitude to Currenthill. My module is based on his code foundation, and I am very grateful to the King of Parrot Continent for teaching me how to create a module. At the same time, it is also inseparable from the help of Meimingzi 123456's loading. I hope to communicate and learn more with everyone in the future, so that the DCS module can become better and better. Chinese Landing Ship Package Repair 726 Landing Ship Chinese Landing Ship:: https://mega.nz/file/wJUyTYhD#wR2TkzjW5DUNm3q99gGXjrrV5Y4JdMA77p9Pmw6CvUI Static architecture: https://mega.nz/file/xQ1QgAYR#UQ5Onli7P30Bp6ef6wkzi8DIh_3ggIagzzV4sZdlvxo Dongfeng land-based missile(update): https://mega.nz/file/9FFhUKDK#Ci1mKgXOIt-VUzU0Bx4mMbf3QLZVGeEaQKZ2TW4K7lU Chinese Coast Guard ship: https://mega.nz/file/5Q0mnZDR#JpZoTszZz1Rd8ijhB_u_gLwLcY-_lVBgGZSO193x_oQ Type920: https://mega.nz/file/1U8BjL5L#hEnhoN2NbH2V1WJAjCqvOpRrN_XdWI3OUGiSioW3yis Type11711: https://mega.nz/file/hNdRUb6S#T6TdWuNf6lSy8sKDmfCmzseC5k6c-MNiwUU6hqTtcsU Type002: https://mega.nz/file/ZV91wSSQ#hCJUn2hRTQXA1mnIpuhuxEVcrKQK3YgrQuEaxkJ40YI Fix the collision body of model 002: https://mega.nz/file/hEkH2S7Q#UpVTndIOuqybn5TSoOVFMViKbY8ME3CCa31Fpj6IVZ4
    8 points
  5. Hey Guys thanks for the photos. They keep me motivated to keep creating AI Ship mods. KusadaKusao, I have that mod in my inventory. I really like the Mogami Class frigates. I watch their movement in Yokosuka, Japan sometimes. It will be some time before I can get to my Japanese AI Ship mods. At the moment all my energy is going into the completion of the Type 23 Class Frigate.
    7 points
  6. Personally, I think the main focus should be on providing the same visibility distance and spotting potential for all players regardless of VR use or their screen resolution. If a medium sized fighter is only visible up to X number of miles in real life, it should only be visible up to X miles in DCS. No one should get a spotting advantage/disadvantage. You're never going to please everyone but establish a baseline based on the average person or pilot's spotting distance and then work on implementing and enforcing it across all of DCS. In VR I can spot planes with no issues, on a 3440x1440 monitor, I still can't see jack squat.
    5 points
  7. PCL-181 SPG (China) version 1.0.0 released! Changelog Version 1.0.0 Release version
    5 points
  8. The ALQ-119 will come during early access. DSCG Jets carried the 131 during the 80ies. Ramstein 512th TFS for example https://flic.kr/p/mjNFVB Mission makers can choose what to have available for the Mission. The 131 is already ingame (ED). The 119 needs to be modeled first.
    4 points
  9. Just noticed this. The more weight on the plane, the more bulge in the tires.
    4 points
  10. In case anyone hasn't seen the post on the official roadmap thread, more WIP screenshots were posted on the Orbx Discord: It looks really good so far - I'm really impressed with what I'm seeing and this will definitely be the main map I use going forward. One thing has got my eye that I don't like though, which is/was also common to the South Atlantic map, if you look where the land meets water, you'll see a sharp, steep, grey incline, which makes it look like all the landmass is sat on a load of concrete and it's particularly noticeable when flying at low altitude. These are all WIP screenshots though, so hopefully Orbx will improve the coastline to make it look more natural (obviously in some areas, such as ports, naval bases and piers it's accurate, but there's plenty of places where it isn't).
    4 points
  11. Dear friends and pilots. After a short break, our team continues to work to improve and expand our module Sinai map. Step by step completing the tasks from our roadmap. We don't forget about fixing bugs and adding new tasks to the roadmap for future improvements. We worked on the surface textures and seabed textures, and adjusted the color. Every day we add more and more unique objects and airfields. In Tel Aviv, Jerusalem, Cairo and Alexandria, we are working to improve unique scenes. Night lighting of unique objects will become more realistic. I attached some screenshots of progress in the work below. We continue working! Thank you all very much for your feedback and comments.
    4 points
  12. DCS is still utilizing Lua 5.1, which is both unsupported and obsolete. Alternatives such as LuaJIT and Luau offer drop-in replacement compatibility with the Lua 5.1 API and present significant advantages. LuaJIT, in particular, stands out due to its remarkable performance, which you can evaluate in the provided benchmark at this link: https://eklausmeier.wordpress.com/2020/05/14/performance-comparison-pallene-vs-lua-5-1-5-2-5-3-5-4-vs-c/ . LuaJIT is about 19 times faster than Lua 5.1 in the provided benchmark. LuaJIT elevates performance by compiling Lua code directly into machine code during runtime, bypassing the virtual machine (VM) approach inherent to Lua 5.1. This can lead to execution speeds on par with C and C++ in certain scenarios. Additionally, LuaJIT enhances Foreign Function Interface (FFI) calls, which could notably optimize the interactions between C++ and Lua within your project. Given these points, I strongly suggest transitioning to LuaJIT or Luau to modernize and boost DCS's runtime efficiency. This change is likely to yield a significant improvement in both frame rates and server mission performance without breaking compatibility with the available Lua code base. Best Regards, Xerxes of Shadow Reapers
    3 points
  13. UPDATE 03 November 2023 One year ago today a group of us met on Discord to discuss a way forward when the source code appeared on Github, uploaded by the original developer of Vaicom Pro. Could we make it fully functional again in DCS World 2.8.6? For VR pilots that had become reliant on the ability to simply talk to the Ai in DCS rather than use a mouse and menu structure, the loss of Vaicom Pro was a real blow. We were super motivated to just get it working again. Given the complexity of the code and it's extension based functions, with no developer insight or understanding of how it was built we set on 48 hour patching binge and created the first community version that sort of worked for most modules. One year on we have kept refining and simplifying the code to try and reduce the workload of keeping it functioning with each new DCS build. We have had a few hurdles placed in front of us along the way, the introduction of pure client scripts, the reindexing of airfield names on many maps, changes to the comms layer behavior, the list goes on. But overall the plugin has become stable again. Some milestones: - Create a solution based development environment. - Establish a Beta Test team (thank you for your hard work). - Move Vaicom Pro interactions to the DX layer. - Add 3rd party missing modules to the list of supported Aircraft. - Make AIRIO and Chatter dependents of the main VAICOMPRO.dll - Add many of the Community Mod modules to Vaicom pro. - Flesh out Carrier Comms and supported carriers. - Remove redundant UI options and add extension control via the UI. - Establishing an Auto Update function for vaicom Pro with no ongoing costs. - Passing 3000 members on this Discord and 20K downloads on GitHub. (Thanks to our Community Fixers for the endless support to the user base) - New friendships and many laughs amongst the team. The future: - Version 2.9.0.5 is currently in Beta Test This will add more Community Aircraft and fix some bugs. - Work has begun on trying to fully understand the AIRIO extension to allow us to better adapt to changes we might need to make with Jester 2.0 - Try to stay keyboard free! Happy Birthday Vaicom Pro Community Edition, it's been a blast
    3 points
  14. I agree, there should be civilians (preferred animated idle / walking civilians) , or add some static props like a market which you can add in the mission editor. It really fits to have markets like in the Syria / Persian Gulf / Sinai maps. If it is against ED's policy to have civilians, at least have them non-destructible so its harder to spot enemies / insurgents because they are in a crowd.
    3 points
  15. Let’s look at the combat records. Between the F-4 Phantom II and the MiG-21, the biggest variable is pilot training and tactical skill. At the beginning of Southeast Asia the NVAF had the training edge over US pilots trained in nuclear bomber intercepts. Scary thing is most of us on this forum know more about fighting the F-4 than your average US junior pilot did in 1965. Thus the MiG wrecked the F-4s: at one point the VA-176 prop engined Skyraiders killed more MiGs than their “Air Superiority” F-4Bs embarked in the same Navy air wing! TOPGUN of course changed this dynamic, and the kill statistics bore that out. The USAF kept their obsolete finger four tactics & bomber intercept training. Their kill ratio at the end was the same as 1965. The USN posted a 12-1 ratio by the end of hostilities. We see the same thing in the Middle East. Arab air forces not trained to the same standard as Israeli or Iranian pilots were mauled. While MiG-17s were fighting Phantoms over Southeast Asia & winning, the same jet was cannon fodder to Israeli Phantoms over the Middle East. MiG-21s in Arab & Iraqi service were downed in droves against Western trained opposition. Then we have the 4477th TES, staffed with the cream of the USAF crop. Aggressor pilots, hand recruited, 2000+ hours & many flown combat in Southeast Asia. Flying MiG-21s & Chengdu F-7s they frequently smoked “Blue Air” F-4s ,F-14s & F-15s in the initial fight. Ward Carroll recounted a fight where he lost to a MiG-23 when the pilot extended and shot them in the back. Bottom line; E-M diagrams and data matters, but training tops all. What does that mean for DCS? Excusing the minority of people who’ve studied in advance & may even fly the VSN mod as a basic training aid, most F-4E module buyers will be just like those US pilots from 1965: totally unfamiliar with analog aircraft or the F-4Es kinematic and technological capabilities & limitations. They will make the same mistakes , because they’ll do the same things they did with their Hornets and Fulcrums only to find out the hard way “lift vector on bandit and PULL” ain’t how you win in Phantom land. I anticipate a backlash from the easily frustrated players used to CCRP & AMRAAMs.
    3 points
  16. Well not a single person working on the Normandy map, which is a 3rd party map, worked on Voice Chat. So that wouldn't have helped at all.
    3 points
  17. Just came back from Japan and got to see, what I believe is the last F-4 ever built! This was in Hamamatsu Air Base's Air Park. It was a great place to visit - I do recommend for anyone here going to Japan.
    3 points
  18. I would suggest you download the A-4 Skyhawk module. It is free and is more like the F-4 in HUD symbology. It is also very well done for a free module. A decent HUD wasn’t really available until the A-7, which it is a shame the F-14 didn’t borrow from this. If you learn to fly and fight in the A-4 and take looks at the boat flying, you should have a pretty decent knowledge base to move to the F-4E. The procedures may not be exactly the same, but it should help. As for missile warning, that’s handled by the RWR.
    3 points
  19. As a Norwegian i refuse to accept winter starts late December. Summer ends in August, September and October is fall and winter start November 1st and last until the snow is gone sometime between march and April.
    3 points
  20. CH please add chinese and iran and Tochka-U ballistic missiles sometime
    3 points
  21. Been subscribed since their show on the F-15J and to my surprise they did a walkaround of Air Development and Test Wing F-4. p.s. also check the 2nd vid for F-4EJ porn
    3 points
  22. Maybe its time to revive this topic with the incoming F-4.
    3 points
  23. Hi ,currenthill ,thanks fou your excellect assets !
    3 points
  24. We shall accept these, because no burn is as good as a side burn. Well done!
    3 points
  25. Working on a new normal map for the F-16, which I have been working on for a long time. I use the rivets from @Texac template, the remaining lines are default, I arrange the panels manually. some WIP images. 1. 2. 3. 4. 5.
    3 points
  26. 3 points
  27. Average Western pilot: full-body G-suit, custom-made helmet to fit the head, two kneeboards because one isn't enough, harnesses, pouches for all the things. Average Hind crewmember:
    3 points
  28. The Aim-9X has an imaging infrared seeker, giving it way mor capabilities to discriminate flares from targets compared to previous IR seeker generations. You can find an example of real life trials here: In the 1st case, the missile flies for more than 10 seconds, and hits the target while it's against the ground clutter and releasing a large number of flares at very high rate. I did some similar(ish) test in DCS, with a similar flight time, against a flaring, non maneuvering, non afterburning F/A-18C flying straight level at co-altitude (so no ground clutter, which is not modelled in DCS anyways afaik, contrary to the irl test). Track file attached. The results: Terrible hit rate of about 10% percents at best, with the missile going for flares almost every time. That seems very unrealistic, especially compared to what we see in the video of the trials. I found that instead of the current ccm_k0 = 0.2, a way lower ccm_k0 = 0.025 gives a hit rate of about 60-80%, which seems reasonnable given that in the real life trials the missile manages to hit despite a higher flares release rate and ground clutter compared to my test. Moreover in the "Apache over Libya" book, there is an engagement in which the Apache has difficulties defeating a MANPADS with flares, barely surviving. In DCS, even the Aim-9x will very easily be defeated by an Apache launching a few flares. 2 or 3 flares are enough for any MANPADS in almost all cases. That also suggests that the resistance to flares of the Aim-9X, and possibly other missiles, is too low in DCS. 9x_IRCCM_effectiveness.trk
    2 points
  29. having an option to mount and dismount the ale-40 through the rearming screen or as a mission editor option on our current mirage F1 versions would be very nice to have to better represent how these aircraft were equipped in the earlier half of the 80s and before on our missions, with phimat pods on the roadmap it'd also be nice to be able to fly with phimats only
    2 points
  30. Heads up for folks who don't browse user files section much. While we're waiting for ED to fix three broken instruments in new Spit cockpit, @rossmum created interim texture fixes for boost gauge and kollsman window on altimeter. Both are available in a single package here: https://www.digitalcombatsimulator.com/en/files/3333907/ Don't know if they're IC-compatible, but for SP guys they work just fine. Highly recommended.
    2 points
  31. It is already on Steam, but has yet to be released for purchase. https://store.steampowered.com/app/2518950/DCS_F4E_Phantom_II_by_Heatblur_Simulations/
    2 points
  32. That's by design. DCS doesn't allow me to make the guided shells player controllable. My assets are primarily AI assets, but I try to implement play control where it is possible. When setting the fire mission in the ME, choose 'Unguided' or 'Guided'. But remember that they have different ranges and won't fire if the target isn't within parameters. Thanks for the info.
    2 points
  33. There are some folks working on a very nice Su 30 mod (search Codenameflanker) They are also working on a Su 35. Keep in mind these are mods, but they have a fully modeled cockpit and are in process of creating their own respective flight models. The cockpits look nice and modern and most things are clickable. Still pretty immersive to fly on the Syria map - where they operate in RL. As mentioned, there isn't enough data on these birds and the Russian government isn't hot on the idea of simulating them for the general public while there are multiple wars going on. Although I have seen Russian flight trainers for new aircraft and I'm almost 99% sure Eagle Dynamics have contracts with the Air and Space Force for these, it looked awful a lot like DCS or the DCS engine. Just not for us As far as Ka 50 being in-game, it was basically a tech demonstrator and didn't really see combat. Ka 52 is in active combat service, so fat chance we will see it in game. Even so, Ka 50 module was made in 2000s when laws were looser and relations with the west, much better. Mi 24 is older than dirt, so I'm not surprised it is in game, like Mig 21 and soon Mig 23.
    2 points
  34. *bump* With more and more cold war jets being released, we need earlier generations of IR-SAMs! Not a lot development effort needed, as the launcher could use the same model and only the missile itself would need to be redone.
    2 points
  35. In the mission editor, FM1 and FM2 radio presets are swapped! Maybe it's already known, but couldn't find it during a quick overview? Greetings Tigereagle
    2 points
  36. The gun sight. What you see in this screenshot of the module that Heatblur posted on FB is all the HUD you will get in the F-4.
    2 points
  37. 2 points
  38. The S-300 pack has a few S-300 variants High Digit SAMs does not have... specifically it has the S-300V4, S-400, and Pantsir. The S-300 pack, similarly, is lacking some of the things form HDSM like the various Igla variants, the different SA-2 and SA-3 missiles, and the SA-17 (a Buk which can do point defense).
    2 points
  39. Very cool! More landing craft are always welcome. The helipads aren't very usable by players due to FPS issues but seems to be common.
    2 points
  40. Very nice work! Please continue! I look forward to using these assets in missions. Thanks for sharing!
    2 points
  41. I don't even bother looking for the slats, I look for the slime lights for an S. Took a bit of time for the early S birds to receive their slats, but every S will have formation lights as part of the rebuild. You won't see them on Js. The S birds that hadn't yet received the slats were referred to as J/S and aren't to be confused with the Super J, which was an update to around 28 Js where they received the AWG-10A and a few other goodies in 1975. These ones are harder to differentiate. The giveaway is that the port side ECS scoop has a splitter. And before these birds, you have the Js that received the DECM gear between 1972 and around 1975. I don't recall the name of this mod though! Hope this helps.
    2 points
  42. That is a massive improvement. Especially since the range at which they get “very good visibility” is much shorter than it used to be. LMAO no. For one, 2.8 had dots. Just not this type, and they were not realistic — far too visible at longer ranges, not visible enough at shorter, and with zero parity between different hardware setups. They were bad in every way conceivable at once. You realise, of course, that the reason the old dots were introduced was to replace an earlier and arguably even worse system. It was also a form of dots — just not a very good one. And remember, you have vociferously argued that the old dots were good. That the new dots are good. You are now pivoting to some dots you weren't even aware of were good. You need to make up your mind and actually hold an opinion other than “nuh-uh!”, preferably one where you actually know what you're talking about and stick to that opinion. The only fixed point in your long history of arguing against improvements to DCS is that, if someone likes it and it improves the game in some way, you are against it. The problem with those is that they're not actually a solution the problem at hand. In fact, they take just about every every problem and amplify them in, especially in the areas where you like to draw your arguments the most: parity between players and realism. You demonstrated amply that you don't even fully understand what they are and what they look like, so to suggest that they solve a problem you also don't understand is quite… silly.
    2 points
  43. @jackd I don't think the update has been finalized yet. This is an announcement of improvements to come. Great to see additional updates! Good job, guys!
    2 points
  44. Thank you CH for another amazing Mod, I'm truly grateful for all your hard work! Timex 3
    2 points
  45. 03. November 2023 Liebe Piloten, Partner und Freunde! Die legendäre DCS: F-4E Phantom II von Heatblur Simulations ist jetzt im Vorverkauf verfügbar! Die F-4 Phantom gilt als eines der vielseitigsten und leistungsfähigsten Kampfflugzeuge seiner Zeit und hat einen besonderen Platz in den Herzen von Kampfpiloten und Liebhabern weltweit. Die F-4 war ein integraler Bestandteil der USAF und der USN im Vietnamkrieg (1955-1975) und in den arabisch-israelischen Konflikten (1967, 1973 und danach), im Iran-Irak-Krieg (1980-1988) sowie im Kalten Krieg (1947-1991), in dem viele NATO-Länder, darunter Deutschland, Griechenland, die Türkei und das Vereinigte Königreich, stolze Besitzer dieses wunderbaren Flugzeugs waren. “Unsere F-4E Phantom ist der Höhepunkt jahrelanger harter Arbeit und Forschung, um dieses legendäre Flugzeug so detailgetreu wie möglich nachzubilden. DCS: F-4E bringt diese Legende des Kalten Krieges in den Himmel von DCS, also schnallt euch an und bereitet euch auf einen wilden Flug vor.” – Heatblur Simulations Um euch die Vorbestellung zu sichern und zu den Ersten zu gehören, die mit dieser majestätischen Maschine in den virtuellen Himmel aufsteigen, schaut auf unsere Website und profitiert von einem Preisnachlass von 25 % während dem Vorverkauf! Verpasst nicht diese Gelegenheit, ein Stück Luftfahrtgeschichte zu besitzen. Vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics F-4E Phantom II Jetzt im Vorverkauf Die F-4 Phantom II ist ein amerikanischer zweisitziger, zweimotoriger, allwettertauglicher Überschall-Abfangjäger und Jagdbomber mit großer Reichweite, der ursprünglich von McDonnell Aircraft für die United States Navy entwickelt wurde. Nach seiner Indienststellung bei der Navy im Jahr 1961 wurde er auch vom United States Marine Corps und der United States Air Force übernommen. Aufgrund ihrer hohen Anpassungsfähigkeit, ihrer Vielseitigkeit und ihrer für die damalige Zeit unvergleichlichen Fähigkeiten wurde die Phantom schnell zum wichtigsten Arbeitspferd für alle drei Teilstreitkräfte und verbreitete sich über die Grenzen der Vereinigten Staaten hinaus, indem sie 12 Nationen auf der ganzen Welt diente und schützte, wobei die Phantoms auch heute noch im Einsatz sind. Ihre Produktion lief von 1958 bis 1981, und mit fast 5200 gebauten Phantoms wurde sie zum meistproduzierten Überschall-US-Militärflugzeug in der Geschichte und festigte ihren Platz als eines der bekanntesten Flugzeuge der Ära des Kalten Krieges. Es war ein wahrhaft ikonisches und fabelhaftes Flugzeug, das zu seiner Zeit über unübertroffene Leistung und Fähigkeiten verfügte. Es vermittelte ein Gefühl der Verwunderung mit unvergleichlichem Charakter und hinterließ bei ihren Piloten ein tiefes Gefühl von Respekt und Liebe. Als Abfangjäger und wirksames Luft-Luft-Kampfflugzeug bewies es seine Mehrzweckfähigkeiten als hocheffektives Luft-Boden-Arbeitspferd, das es in sich hatte. Diese beispiellose Einsatzflexibilität und Zuverlässigkeit spiegelt sich in der Betriebsdauer des Typs wider, die sich über mehr als sechs Jahrzehnte erstreckte und auch heute noch andauert. Die herausragenden Merkmale des Flugzeugs sind die leistungsstarken J-79-Zwillingstriebwerke mit einem Trockenschub von 23.810 lbf und einem maximalen Nachbrennerschub von 35.690 lbf, eine zweiköpfige Besatzung, das leistungsstarke AN/APQ-120-Radar, die Digital Scan Converter Group (DCSG), das Weapons Release Computer Set (WRCS), die Aircraft Weapons Release Unit (AWRU) und ein Altitude Reference and Bombing Computer Set (ARBCS). Die DCSG-Version der F-4E ist außerdem mit dem AN/AVQ-23-Pave-Spike-Zielgerät ausgestattet, das Präzisionsschläge und den Einsatz von lasergelenkter Munition ermöglicht. Darüber hinaus kann die F-4E die AGM-65 Maverick, eine breite Palette von Freifall-, TV- und lasergesteuerten Bomben sowie in begrenztem Umfang die AGM-45A Shrike und die Standard-Anti-Radar-Rakete AGM-78 zur Durchführung von Wild-Weasel-Aufgaben (SEAD) einsetzen. Im Gegensatz zu früheren Phantom-Varianten ist die -E mit einer integrierten M61-Vulcan-Kanone ausgestattet, die sowohl in der Luft-Boden- als auch in der Luft-Luft-Rolle eingesetzt werden kann. Sie verfügt über ein optisches Visier, das in der Luft-Luft-Rolle eine optische Zielerfassung (LCOS) mit Vorhalt ermöglicht, sowie über die Möglichkeit, zusätzliche Vulcan-Kanonen mitzuführen. Sie kann sich mit dem Radarwarnempfänger ALR-46, dem Gegenmaßnahmenpaket AN/ALE-40, dem ECM-Behälter AN/ALQ-131 und der Verschlüsselungsanlage KY-28 schützen und verfügt über eine Reihe von AIM-9-Sidewinder- und AIM-7-Sparrow-Raketen der frühen bis modernen Ära für den Luftkampf, die auch über die zusätzlichen spezialisierten Modi CAGED und Computer Automatic Acquisition (CAA) eingesetzt werden können. Die F-4E Phantom II von Heatblur Simulations zielt darauf ab, dieses ikonische Flugzeug als High-Fidelity-Modul für DCS zu simulieren, und ist der Höhepunkt von mehreren Jahren Forschung, Codierung und Modellierung. Besonders hervorzuheben unter den vielen Features sind das äußere und innere Grafikmodell, das mit Hilfe von Laserscans und Photogrammetrie von echten Phantoms in verschiedenen Museen erstellt wurde, das detaillierte Externe Flugphysikmodell (EFM), das in den letzten Jahren entwickelt und von echten F-4-Piloten und WSOs verifiziert wurde, die detaillierte Modellierung des AN/APQ-120-Radars und der verschiedenen Systeme an Bord und die Möglichkeit, im Mehrspieler mit zwei Besatzungen zu fliegen, sowie die proprietäre JESTER-KI, die dir als KI-WSO im Einzelspieler hilft. Hauptmerkmale der Heatblur Simulations DCS: F-4E Phantom II: Die Simulation sowohl der DCSG- als auch der DMAS-ausgerüsteten E-Variante, wobei die DMAS-Version und die frühen DCSG-Versionen später während der Early-Access-Phase folgen. Hochdetailliertes Außenmodell, das mit Hilfe von Laserscans und Photogrammetrie von echten F-4 Phantoms auf der ganzen Welt erstellt wurde. Neue 3D-Modelle für einige der Nutzlasten der F-4 Phantom wie die AGM-45 Shrike, die AGM-12 Bullpup, die AGM-62 Walleye und dem AN/AVQ-23 Pave-Spike-Zielbehälter. Hochdetailliertes und akkurates 6-DOF-Cockpit, das mit Hilfe von Photogrammetrie der in Museen aufbewahrten F-4 Phantoms gebaut wurde, einschließlich Heatblur FORGE-Elementen, die später im Early Access hinzugefügt werden. Hochdetaillierte und akkurate Piloten- und WSO-Modelle, die zu den vielen Bemalungen und verschiedenen Nationen passen werden, und später während des Early Access ein vollständiges System zur Charakteranpassung, mit dem ihr euren Piloten anpassen und verschiedene Ausrüstungsgegenstände auswählen könnt, um eure Crew zu stylen. Hochpräzises, von F-4-Piloten- und -WSOs verifiziertes (Externes Flightphysikmodell, EFM), das auf echten Leistungsdaten basiert. Präzise Simulation von Flugzeugsystemen: Automatisches Flugsteuerungssystem (AFCS). Detailliertes elektrisches System, das Quellen, Strom und Verbrauch genau simuliert, einschließlich realistischer Stromkreise und Leistungsaufnahme für jedes angeschlossene Gerät. Detailliertes Hydrauliksystem, das den Fluss der Hydraulikflüssigkeit simuliert, die letztlich die Hydraulik bewegt, die wiederum die verschiedenen Flugflächen usw. bewegt. Detailliertes und genaues Öl- und Kraftstoffsystem. Massenbasiertes Physiksystem, das eine noch nie dagewesene Simulation von sich bewegenden Steuerflächen mit realistischem Verhalten entsprechend ihrer Masse und Eigenschaften ermöglicht. Voll funktionsfähige Mehrspieler-Zweisitzer-Funktionalität, die es einem Spieler (Pilot) ermöglicht, einen weiteren Spieler als Waffensystemoffizier (WSO) mitzunehmen. JESTER KI 2.0: Unsere neue und verbesserte lebensechte KI, die die Rolle des WSO beim Fliegen im Einzel- oder Mehrspielermodus ohne menschlichen WSO übernimmt, mit erweiterter Funktionalität, Dialogoptionen und mehr. Ein simulierter Crew Chief für ein realistischeres und vollständigeres Startverfahren. Später, während der Early-Access-Phase, ein brandneuer Walkaround-Modus, der es dir ermöglicht, dein Flugzeug vor dem Flug zu überprüfen. Ein neues elektronisches Tablet, mit dem du live im Cockpit browsen, das Handbuch anzeigen und mit den verschiedenen Einstellungen und Optionen interagieren kannst, die für die Mission und den Flug relevant sind. Diese Funktion wird während des Early Access kontinuierlich erweitert. Einführung von Heatblur Interactive Tooltips: die Möglichkeit, auf einen Schalter zu klicken und direkt zum entsprechenden Handbuchteil zu gelangen, ohne das Cockpit zu verlassen. Neue und verbesserte Effekte, wie z. B. erweiterter Überflügel-Wasserdampf, neue prozedurale Animationssysteme und mehr. Detaillierte und hochpräzise Simulation des AN/APQ-120-Radars. Detaillierte und hochpräzise Simulation des ALR-46-RWR. Eine detaillierte Simulation des AN/AVQ-23-Pave-Spike-Zielgeräts, die es dem WSO ermöglicht, vom Piloten oder anderen Flugzeugen abgeworfene lasergelenkte Munition zu steuern (Buddy-Lasing). Umfassendes digitales Handbuch, sowohl als PDF als auch als ständig aktualisiertes Online-Handbuch, auf das jederzeit direkt vom Cockpit aus über interaktive Tooltips und/oder das EBAG zugegriffen werden kann. Ein komplettes Set an interaktiven und gesprochenen Tutorials. Ein umfassendes Set an Missionen und Kampagnen, die während des Early Access und darüber hinaus nach und nach veröffentlicht werden. HINWEIS: Einige Funktionen sind möglicherweise nicht sofort im Early Access verfügbar. Die frühe F-4E mit DSCG und die spätere F-4E mit DMAS ausgestattete Variante, einschließlich Pave Tack und TISEO, werden später während der Early-Access-Phase folgen und die Tutorials und Kampagnen werden ebenfalls während des Early Access implementiert und erweitert werden. Denkt dran, nur während dem Vorverkauf spart ihr 25 % beim Kauf der DCS: F-4E Phantom II. Diesen Rabatt wird es nicht mehr geben, sobald das Modul im Early Access verfügbar ist. Abermals vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics
    2 points
  46. This is kind of an important and needed feature if you want to simulate COIN operations.
    2 points
  47. as a user with a 3440x1440 the implementation feels right. not overpowered and definitely better than before
    2 points
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...