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DCS 2.9.3.51704 New campaign: DCS: F-15C Aggressors Air Combat Maneuvering Campaign by Maple Flag DCS World Terrain scenery performance: optimized instancing and improved and optimized streaming. ChinaAssetPack. Missiles KD-20, KD-63 and C-701T switched to ED’s declaration. ChinaAssetPack. Bomb Type-200A switched to ED’s declaration. ChinaAssetPack. LS-6/GB-6 updated range table. ChinaAssetPack. HHQ-9 cold launch effect added. Input. When a single Controller Axis is bound twice (ex. with and without a modifier) on a single Game Axis, the "Axis Tune" modal fails to save its settings. Fixed. IR render. Fixed the square surface texture under the destroyed vehicle in FLIR. Weapons. APKWS RCS decreased from 0.04 -> 0.01 sq m. Fixed crash when one of two groups is destroyed while embarking a helicopter. Fixed crash when one of two groups is destroyed while embarking a vehicle. Fixed crash when infantry destroyed during a task Embarking. Fixed crash when one of two groups is destroyed while embarking a ship. Task Embarking, distribution doesn't work correctly for boat - corrected. Fixed crash while performing a task Embarking in some cases. Fixed exploit - aircraft can be equipped with weapons from other aircraft in some cases. AI aircraft. AI S-3B tanker parks on a place already occupied with static - fixed. Triggers. Part of group in zone - activates when it should not - corrected Triggers. Trigger Zone. Checking inside the attached zone. Effects. Rain effect is not cleared when it is turned off without restarting the DCS - fixed. Fixed bug when camera can attach to dead object. AI ground. When a SAM launcher has no LOS with its tracking radar, it still fires missiles, but they explode one second later - fixed. AI helicopters. Fixed IAS speed vs. wind bug. AI helicopters. Wheeled helicopters allow take off & landing from a parking position. "Normal" weight value was corrected. Control hover added Ah-64 taxi improved. AI helicopters. AIs collide with each other on vertical take off - fixed. AI wingman with data links remain on after shutdown - fixed. SSE. MT. Any looped outText message flashes at different intervals in Multithreading - fixed. AI surface. Infantry does not move after switching green state - fixed. AI surface. Radar SON-9 alarm state cannot be set to GREEN - fixed. AI surface. Ships may behave incorrectly when using the checkbox 'on land' - fixed. AI surface. The second group can't execute command Embarking to ship - fixed. AI surface. Deactivation function works only on part of units from the group - fixed. AI aircraft. SA342 using ATGM HOT3 missile in Hellfire style - fixed. Weapons. Negative weight of ATGM HOT3 payload - fixed. Effects. Moonlight reflection over the sea produces a blinding halo - corrected. Weapons. Kh-65 missiles turn around, and most don't hit their target - fixed. AI aircraft. The likelihood of the aircraft colliding with trees when going around mountain tops has been reduced. AI aircraft. AAR. AI struggles to keep the probe into the right drogue when the tanker orbits in a left turn - fixed. VR In cockpit cursors have become oversized and blurred - fixed. Effects. Flickering shadows in mirrors at night at some camera angles - fixed. AI aircraft. Drones were unable to launch ATGM Hellfire from high altitudes due to a missile guidance issue. Now the altitude is limited to 3600 meters. AI surface. S-75 (SA-2) tracking targets through mountains. LOS check restored. ME. Triggers. Added expanded window in trigger actions for script. Weapons. ATGM AT-6 and AT-9 will be lost if the launcher is destroyed. AI aircraft. Incorrect behavior of the helicopter during landing in some cases was fixed. AI aircraft. AI helicopters fail to engage ground targets in some cases - fixed. Crash when deactivating a ship during a helicopter task cargo transportation fixed. AI surface. NASAMS attacks helicopters from short distances only - fixed. Weapons. Corrected aiming data for GBU-10, KAB-1500-LG-Pr, KAB-1500LG, GBU-24, KAB-500L, GBU-54, GBU-12. DCS MT. Vehicle guns shaking during rotation - fixed. AI surface. Turned off exaggerated recoil when launching missiles. ME. GUI Error when changing ship type if AMMO tab open - fixed. Weapons. Increased APKWS M282 warhead power. AI aircraft. S-3B tanker. Mechanics of releasing the refueling basket and the refueling process have been adjusted. Voice chat Added transparency to the VC widget window. change colors in widgets Fixed. MiG-15 VC radio mode does not work Fixed. Active radio is not highlighted in the widget AI surface. Freeze when performing Embarking task for ship in some cases - fixed DCS: AH-64D by Eagle Dynamics Adding the FCR Mast-Mounted Assembly as a loadout option in the Rearm/Refuel menu. Fixed: Dedicated server doesn't start mission with AH-64D. Fixed: Crash on PLT when CPG activates AutoTrack in multicrew. Fixed: Setting the NVS to FIXED and pressing SLAVE crashes the game. Fixed: Crash while using FCR and alternate cursor trigger on FCR page. George AI tuning. Fixed: Gun - bullets go missing 3000m. Fixed: FCR will not operate after repair. Fixed: AI AH-64D gun position. Fixed: Missile RATE LIMIT and ROLL LIMIT are only occurring when rolling right. Fixed: ECS temperature errors. Fixed: RLWR and ADF audio channels are not synced in multicrew. Fixed: Inner cockpit element intersects with pilot wiper blade. Fixed: Renamed the rocker label on the EUFD to "DL". Fixed: IHADSS symbology text size is too small. Fixed: CPG range source is not repeated in Pilot symbology when in COOP rocket mode. Fixed: Switching distance from KM to NM will freeze TSD scale. Fixed: FCR symbology elements are not affected by the Symbology (SYM) brightness setting. Fixed: Command Heading chevron is not referenced to aircraft heading when Bob-Up mode is entered. Fixed: AGM-114L will not launch below 38 feet on Sinai map. Fixed: HSI Ownship reference errors. Fixed: AGM-114L is tracking a target but ACQ is displayed as "?SKR" in white. Fixed: HDG> on PAN page should be referenced to Magnetic North. Fixed: Leading zeros in Lat/Long Minutes are not displayed in Point Review status windows. Fixed: ENDR status window on TSD should be hidden when fuel flow is 0 LB/HR. Fixed: AUTOPAGE - OFF cannot be chosen on ASE page. Fixed: Activation/deactivation logic for C AUX, L AUX, and R AUX on FUEL pages. Fixed: Power interruption is triggering ENTR INU 1 BRST and ENTR INU 2 BRST advisories. Fixed: POINT ADD/EDIT is using MPD cursor position on TSD instead of coordinates on KU. Fixed: Nav range is not being entered when the SLAVE button is pressed if Laser range is present. Fixed: RFHO message should not have a LOCATION option on COM>MSG-REC page. Fixed: IAT messages are appearing in Pilot symbology. Fixed: CPG's Target STORE message not displayed on VID page in Pilot crewstation. Fixed: Target data from FCR TGT Report is used by FCR aircraft as its own if a scan was already performed. Fixed: AZ LIMIT is appearing in place of EL LIMIT when the gun turret is near the aircraft centerline. Fixed: AZ LIMIT, EL LIMIT, and COINCIDENCE are not interrupting the gun from firing. Fixed: AZ LIMIT from an inboard missile launch is being removed before the missile actually launches. Fixed: TEDAC "CAGE" and "LMC" lettering switched. Fixed: Hold mode indicator behavior when enabled/disabled. DCS: F/A-18C by Eagle Dynamics Fixed: Cold Start Datalink not working. Fixed: Crash when launching HARM. Updated flight model and FLCS (details in newsletter) Added new pilot helmets HGU-68/P and HGU-68/P with NWG. Fixed: MFD image in some sun light exposure positions is corrupted. Fixed: Incorrect Bingo Caution. Fixed: On the ground with both engines running only FUEL tank 2 depletes. Fixed: Fuel temperature 1000°C on the ENG page causing the FUEL HOT caution after repair. Fixed: Brake check holding at Mil power. Fixed: RADAR ALT does not always give a warning when set on the UFC. Fixed: Some knobs glow when turned off. Fixed: Check TK PRES LO Warning with center fuel tank when climbing above 20k. Fixed: Harpoons sometimes self-destruct too early when using HTP. Fixed: Radar target heading oscillating in both STT and TWS (and LTWS) for closely spaced targets. Fixed: Some knobs are lit in a cold and dark cockpit. Fixed: ATT Switch to STBY doesn't trigger "X" on FCS. Fixed: Keybind for Bleed Air not working. Fixed: Selecting TWS from a RWS STT will recenter scan line. Fixed: AACQ and Bullseye information overlapping. Fixed: 1 Look RAID adds a "0" next to the targets. Fixed: TDC on the RDR ATTK and AZ/EL pages does not show info for targets other than the L&S, when in STT. Fixed: STT could lock the wrong target. Fixed: JDAM indication is crossed out on the HUD when the JDAM is not aligned. Fixed: SHOOT and IN LAR cues not showing on the Left DDI. Fixed: Jamming targets are locked in ACM regardless of distance. Fixed: INS alignment on CV starts as RF but then switches to CBL. Fixed: PPLI doesn't work on Marianas terrain. Fixed: WARN ALT values do not fit on the A/C page. Fixed: SLAM indication is crossed out on the HUD and MFD when the SLAM is not aligned. Fixed: Light bleeds into the cockpit around the brake pressure gauge. Fixed: Cannot move scan center in VS. Fixed: AI nozzle and nozzle covers after shutdown are incorrect. DCS: F-16C Viper by Eagle Dynamics Fixed: Datalink doesn't work after cold start. When starting or restarting the aircraft, the MIDS switch must first be set to OFF. Only set to ON after the GPS switch has been set to ON for 60 seconds and the DED TIME page displays GPS SYSTEM. Fixed: Elevators remain in the position when control is released. Fixed: Crash may occur when exiting FCR OVRD. Fixed: Possible DCS crash upon release of GBU-24. Fixed: Possible crash when launching an IAM. Fixed: Markpoint created after VIP designation is offset. Fixed: Dogfight mode lock freezes mid-air. Fixed: Incorrect heading and distance to steerpoint with GBU-24. Fixed: Cursor Zero/SPI system not working in A-G. Fixed: Datalink doesn't work for maps in the Western hemisphere. Fixed: Holding MPO switch in OVRD commands a nose down pitch rate. Fixed: Training. JDAM mission wrong coords given to verify. Fixed: Differential stabilizer and rudder behavior in a Deep Stall with MPO engaged. Fixed: FLCS oscillations. Fixed: Maverick VIZ and TGP SPI not Working. Fixed: RWR BIT logic improvements. Fixed: AGM-65 EO sub-modes corrections. Fixed: Offset Aimpoint positioned incorrectly on HUD depending on previous steerpoint. Fixed: AGM-154A ETA and TTI incorrect. Fixed: DTOS/VIS/EO-VIS should not incur a slew to the Navigation cursor. Fixed: Cat 1 pitch oscillations at AOA limit. Fixed: A-G FCR mode invalid state. Fixed: AGR OVRD flashes GM radar return when pressed. Fixed: TGP mask cue erroneously flashes if TGP is placed into standby while TGP is masked. Fixed: 3-way switch for ANTI-SKID/PB doesn't engage Parking Brake. Fixed: HAD HARM target handover blanks out A-G radar. Fixed: Moving TDC with TGP in STBY moves SPI to present position. Fixed: Adverse small oscillations in TO\landing gains when banked. Fixed: AIM-120 SLAVE/BORE option not available. Fixed: Defog Lever movement. Fixed: HSD "FR/FL" filter function issues. Fixed: Changing Master Mode while TGP OVRD is enabled is causing erroneous TGP mode entry. Fixed: AGM-65 VIS can get locked onto steerpoint. Fixed: AGM-88 POS launch zone overlaps. Fixed: WCMD Impact timer inaccurate. Fixed: AGM-65 MLE scale only appearing in EO-VIS when WPN is SOI. Fixed: HSD FZ can cause some symbology to disappear. Fixed: HARM WPN TMS logic is incorrect. Fixed: Idle nozzle position too wide. Fixed: ARM L remains in HUD after R hard point disabled, and Laser arm is disabled. Fixed: AGM-65 VIS TMS forward on post designate can flash DLZ on HUD when no Mavericks remain. Fixed: Designating HAD symbol while in CCIP/STRF sub-modes causes TGP to slew away from CCIP pipper. DCS: Mi-24P by Eagle Dynamics Some voice overs added for pilot response on sliding and turns commands Course set sync fix Added course set keybinds ATGM sight orientation shift bug fix (Sight orientation permanently shifts due to rotation limits - Bugs and Problems - ED Forums (dcs.world)) Blurred rotor hub tilt animation fix Radio VoIP PTT button error message fix Potential fix for doors desync and gun delay in multi-crew DCS:L-39C/ZA by Eagle Dynamics Fixed:FKP circle is oval in MT build. DCS:A-10C II Tank Killer by Eagle Dynamics Added. Serpents head mission Fixed. Jammer functions will not become unavailable if Jammer is removed Fixed. Engines appear to randomly cut-off when performing dives Fixed. IFF M4 Code Knob starts at A position Updated how ARC-186 control head controls and dials work. Added missed lines in the HSI instrument Fixed. Air Conditioner HOT/COLD clickable connectors are missing Fixed. Radio placard number does not change when setting a different number in rearming menu Fixed. Paveway II, GBU-54 and APKWS do not guide to TGP laser designation DCS:FW 190D-9 Dora by Eagle Dynamics Updated whole sounds DCS: F-15E Suite 4+ by RAZBAM Simulations. Version 1.8.7.232 Fixed : RBM azimuth sector not following cursor if latched on SP Fixed : Cursor not synced when latched on SP Fixed : HRM patch video and symbology scaling slightly off causing designation errors Fixed : WSO MRM/SRM radar presets programming Fixed : Missing OBST (TFR) warning light on front cockpit Fixed : STT not triggering RWR alerts between F-15Es Fixed : AN/APG70 and AN/AAQ13 having mutual interferences Fixed : Swapped SRM/MRM radar presets Fixed : Small glitch on RBM scope refresh sides with crosswinds Fixed : IFF Mode 4 returning hostiles as friendlies Fixed : RWR Threat icons does not show true distance from aircraft Fixed : AG Gunsight accuracy. Note: Range to Ground is still WiP Fixed : LANTIRN AAQ-14 TGP still functional if pod is removed from the aircraft due to enemy action. Fixed : LANTIRN AAQ-13 NVP still functional if pod is removed from the aircraft due to enemy action. Fixed : LANTIRN TGP when RET cued is locked to the Velocity Vector Marker instead of the AG reticle Fixed : PACS release program keeps station boxed despite it being empty. Fixed : PACS release program not cleared during rearming Fixed : Smart Weapons PACS not updating correctly during rearm Fixed : CDS NOT LOADED warning message being displayed when Smart Weapons are loaded. Fixed : Smart Wpns sync problems during TGT XFER when both pilot and WSO push the MPDs buttons at the same time. Fixed : Smart Wpns PAC not sync'ing after bomb release. Fixed : Smart WPns XFER of a SEQ PNT always displays SEQ 1.1. Added : AGR radar mode Added : Radar elevation reset upon entering GUNS mode Added : Radar GUNS mode quickstep/bump Added : MGRS programming Added : AUTO AGR Improved : Mutual interference accuracy Improved : Front Cockpit Auto Acquire Switch HOTAS logic. Updated : AA RDR contact sticks now show Releative Heading (RH) instead of aspect Updated : RWR Behavior to radar lock and weapons launch. Updated : RWR Audio Warnings. Updated : Bomb fuze delay for penetration set to 0.005 seconds Updated : AUTO Release consent for LGBs Updated : Aircraft Models. Updated : HUD coating on combiner glass. DCS: AV-8B NA by RAZBAM Fixed: ICS Volume control inverted Fixed: Aileron DROOP light logic Fixed: NRAS box logic Fixed: navigation error when INS is in NAV mode (WIP). Note: Drift error is disabled until logic is fixed. Fixed: Rocket slant range indicator using gun range values Fixed: EHSD waypoint icon displaces when selecting W/OS steering Added: ICS volume control keybinds. DCS: MiG19P Farmer by RAZBAM Fixed: Taxi light not illuminating the runway Fixed: Landing light not working Fixed: Radio/ADF switch keybind not working DCS: M-2000C by RAZBAM Added : Red radio config panel Added : Sec CALC rearm bind DCS: Mirage F1 by Aerges Systems: Added full IFF transponder simulation compatible with M-2000 and F-15E. Added the option to equip BE, CE and EE with mode 4 IFF (new cryptographic unit, IFF panel and warning light, only installed in a few aircraft) in the module options. The F1M will be equipped with it by default. The AP light test now needs AC power to take place. Flight control system test now needs AC power to start. Fixed wheel brakes control in F1BE - right brake command was also moving the left brake, while left brake command was doing nothing. F1BE pitch/roll/rudder trim positions are synchronised in multicrew now. Added PBL 201 2300 l fuel tank to flyable versions of F1. Weight, balance and aerodynamics are accounted for. Fixed bug in which, when central and right external fuel tanks were mounted, no fuel was consumed. Brake warning light no longer turns on when actuating the brakes if the gear is deployed without weight on wheels. Several Hydraulic System fixes were made: Circuit 1 and 2 accumulators were not working correctly, now fixed. Combat flaps and brake lights logic was incorrect with engine off, now fixed. Added AC electric (400 Hz) cockpit sound. The seat height is now initialised before the simulation is unpaused at mission start. It eliminates a sudden pilot head position move once the simulation has started. F1BE: Fixed not moving rear seat rudder trim switch, when using keyboard. The seat height adjustment switches clickspots are correctly initialised now to eliminate clickspot position misalignments before the seat is moved for the first time. F1BE: Added keybinds for rear seat height adjustment. F1BE: Forward canopy now cannot be lowered and closed before the rear canopy is closed and locked. Added separate input commands for stages 1 and 2 of the radar elevation increase/decrease buttons. Added 'Disable force feedback effects' option to the module options. Pilot flight controls are set to neutral now when the pilot has lost consciousness. Added two input commands: 'Move throttle from Idle to Stop' and 'Move throttle from Stop to Idle'. Added 'button-like' input entry for the throttle idle cut function. It moves throttle to ‘Stop’ when pressed, and then back to ‘Idle’ once it is released. The movement speed for pilot stick and rudder by keyboard was increased by a factor of two. Now it is possible to click the throttle out from ‘Stop’ position, disregarding the actual throttle axis input. Then, the throttle will be animated in the cockpit to the actual axis input position. Communications: Added "Radio Selector Box defaults" section in the module options with default volume potentiometers positions. Now any of the default Voice Chat 'cockpit VoIP PTT' commands ('r.1', 'r.2', etc) can be used to activate transmission. It is made to reduce player effort to config (or deconflict between modules) Voice Chat input settings. Pressing any of those commands will activate Voice Chat transmission via the currently selected radio. Now both default Voice Chat 'cockpit int VoIP PTT' input commands can be used to activate crew communication in F1BE (given that "F1BE intercom hot mic always enabled" option is unchecked in the module options). Fixed radio status being incorrectly displayed as grey box (i.e. 'is turned off') in Voice Chat at hot start. Added "F1BE intercom hot mic always enabled" option to the module options, though Hot Mic itself is not operating correctly yet. Please use a default Voice Chat key command to talk to the crewmember (with this option unchecked). Pilot flight controls: Throttle will not make an abrupt jump to the actual position anymore when the joystick is moved for the first time after the mission was started. F1B: Stick, rudder and throttle are now always at the same position at both seats. F1BE: Now another seat afterburner detent position is correctly taken into account, if it was modified in module options. F1BE: Fixed resulting stick position when Force Feedback is enabled only in one of the two seats. F1BE: Throttle will not jump anymore when the second crew member joins. F1BE: Throttle transition between own and other seat input axis positions is now smoothly animated, when the FM control is transferred between seats. Controls Indicator: F1BE: With Combined Controls Mode disabled, and when another crewmember is present, the Controls Indicator now displays: a) other seat control input (grey index) when our seat has FM control, or b) own seat control input (white index) when other seat has FM control. In Combined Controls Mode white/grey symbols work as before. The throttle control input (white index) is additionally displayed in all F1 versions. It can be observed, with another crewmember being absent, when the input axis is moved with the throttle being at ‘Stop’. Stick/rudder positions now account for trim settings. Same applies to other seat controls positions in F1BE. F1BE. Controls Indicator now displays 'C' symbol before 'F' and 'R' symbols, when the Combined Controls Mode is enabled. Miscellaneous: Default 6DOF view restrictions are now available again for user modifications (now can be edited in ViewsF1Cmn.lua). Throttle handle and pilot hand got animation in the external 3D model. Module options dialog was updated - Force Feedback related options were arranged as a visually separate group. Cockpit tooltip and the corresponding command name in inputs for 'Air conditioning auto/manual switch' are now the same. Fixed IFF Mode C clickable switch tooltip. Added ‘Anti-ship Strike’ task to all F1 versions. Minor flight manual updates were made. DCS: C-101 Aviojet by AvioDev General: Added 'Disable force feedback effects' option to module options. Pilot flight controls are set to neutral now when the pilot has lost consciousness. Fixed batteries being constantly overheated when flying at high altitudes for quite a long time. Changed the module options tab name from 'C-101EB' to 'C-101'. The idle cutoff clickspot on the throttle handle is hidden now when the throttle is advanced forward from its idle position. Now it is possible to click the throttle out from ‘Stop’ position, disregarding the actual throttle axis input. Then, the throttle will be animated in the cockpit to the actual axis input position. Communications: Added 'Audio Control Panel defaults' options group to module options with default volume potentiometers positions. Now any of the default Voice Chat 'cockpit VoIP PTT' input commands ('r.1', 'r.2', etc) as well as both 'cockpit int VoIP PTT' commands can be used to activate transmission. It is made to reduce payer effort to config (or deconflict between modules) Voice Chat input settings. Pressing any of those commands will activate Voice Chat transmission via the currently selected radio. Pilot flight controls: Stick, rudder and throttle are now always at the same position at both seats. With Combined Controls Mode disabled, stick, rudder, and throttle will be animated to the new positions according to the other seat controls input, when FM control is transferred between seats. I.e. there will be no immediate jump to the new positions. FM will take this into account, thus avoiding abrupt aircraft trajectory changes, or engine stress in the case of throttle input. Controls Indicator: With Combined Controls Mode disabled, and when another crewmember is present, the Controls Indicator now displays: a) other seat control input (grey index) when our seat has FM control, or b) own seat control input (white index) when other seat has FM control. In Combined Controls Mode white/grey symbols work as before. The throttle control input (white index) can be observed now, with another crewmember being absent, when the input axis is moved with the throttle being at ‘Stop’. Controls Indicator now displays 'C' symbol before 'F' and 'R' symbols, when the Combined Controls Mode is enabled. DCS: JF-17 by Deka Ironwork Simulations New: refill external fuel tank via radio menu Fixed: fighter-to-fighter datalink Fixed: GB-6 open altitude setting (now is 800-3200ft) Fixed: GB-6 (Cluster Bomb/SFW) dispenser accuracy Fixed: Type-200A cannot CCRP release over 1000 feet Fixed: PF12 pylon weight Fixed: GB-6 indicated launch range too short issue Adjusted: oxygen volume and consumption rate Prepare to switch to ED’s LS-6/GB-6 DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed: HSI course setting does not take into account the magnetic declination Fixed: Pitch Trim insufficient Improved: Flight model - Lateral stability Improved: Flight model - Rudder efficiency at low speed (better control in crosswind conditions) Improved: Collision model Added: MB-339 T-Bird II (Lockheed T-Bird II) livery. Version for 1989 U.S. JPATS competition. Added: Keybindings for the following categories (see the MB-339 forum section for the complete list): MASTER CAUTION AHR/GPS System HSI Nav Modes DCS: MiG-21bis by Magnitude 3 LLC Deleted 2 double inputs conflicted with default screenshot and active pause inputs. Special options: changed default ASP reticle state from GAMING to REALISTIC (unchecked). For GAMING state, the user needs to check this option. Added clickable polarization filter for the radar screen (controls the radar screen illumination). All missions checked and re-saved. DCS: Christen Eagle II Magnitude 3 LLC All missions checked and re-saved. DCS: SA-342 Gazelle by Polychop Simulations Exterior model art updates Added: New PBR material for glass surfaces. Added: 3D model detail additions Added: Reworked damaged and destroyed 3D models Fixed: General PBR material improvements Fixed: 3D model shape and smoothing Overhauled and replaced all external textures and liveries in full PBR Full list of added liveries Fixed: Athos / GOA sight now only updates when not stowed (fps gain) Fixed: Athos / GOA sight symbology disappearing when changing zoom levels Added: Opacity added to Athos / GOA symbology Fixed: Magnetic variation not displaying correctly Added: Document explaining the new French liveries in the module’s Doc folder Added: Kneeboard pages Added: Minigun tracer ratio selection (Fewer tracers for NVG operations) Fixed: M134 fire logic Updated: M134 weapon model Updated: M134 gunner model Updated: M134 sight now collimated Added: First iteration of AI gunner (limited to player controlled Gazelle) Known issues: External weapon sounds not matching correct type of weapon DCS: Flaming Cliffs 3 by Eagle Dynamics Updated external and cockpit 3D models of next aircraft: A-10A, F-15C, Su-27, Su-33, J-11. Su-33 repair on a carrier's deck ends up with aircraft in water - fixed. DCS: Black Shark 3 by Eagle Dynamics Fixed Crash CockpitKa50.dll ST. ABRIS Map screen flickers constantly if Display Resolution setting if set to "1024 every frame" - fixed DCS: Combined Arms by Eagle Dynamics Synchronization of S-300 launchers on slopes in MP - fixed. Infantry does not move after switching green state - fixed. Fixed lock-on state of SON-9. Deactivation works only on part of units from the group - fixed Fixed Liveries-name FFG Oliver Perry Fixed issue with ground units that in some cases allowed them to track targets without clear LOS (AAA and SAM tracking target behind mountain). Fixed problem with short launch range of NASAMS. Added lock-on and launch sounds for Strela and Igla. Fixed position of static units. Fixed recoil from missile launches. Fixed weather in CA missions. Increased sight magnification of ATGM TOW launcher DCS: South Atlantic by RAZBAM Simulations Updated MR maps for noise textures Updated Ground clutter, improved foliage blending and density to improve seamless transition Fixed log entry bug for Azalea-SD bush missing Fixed - Rio Turbio NDB map display Relocated Cullen Airfield to the right Geo location Fixed Cullen F10 map bug Introduced a 40m dredged channel for ships to use at San Carlos water and Ajax bay within the Falklands Islands Reworked MPA, Ushuaia, Ushuaia Helo Port to be more in keeping with the surrounding area. Reworked blocks within Stanley to increase performance DCS: Syria Map by Ugra Media Optimization of scenes and models: the number of bushes in scenes of airfields and forest areas was reduced; the number of damage models was reduced; reduced the number of damages textures; simplified damages and car models. Updated vector data renderer on ground textures The territories of southern Israel and Jordan have been worked out in more detail Added Amman, King Abdullah II, Prince Hassan, Muwaffaq Salti and Herzliya airfields Fixed the GRM of runway 03 in Beirut airfield Fixed relays in Ramat David airfield Fixed ILS in Ramat David airfield Fixed errors in objects Fixed the depth of the sea near the shore Changed tower frequency from emergency 121.5 to normal 120.5 at Wujah Al Hajar airfield Increased the length of the runway at Ein Shemer airfield Added parking lots at Ein Shemer, Megiddo, Ramat David airfields DCS: Normandy 2.0 Map by Ugra Media Fixed bugs on the Thames Embankment in London Fixed an error in the terrain at Bernay St. Martin airfield Fixed errors in taxiways of Biggin Hill and Lympne airfields Removed duplicated ATC towers Reduced the number of objects in the scenes of airfields Detling, Lympne, Manston Improved scenes of airfields Biggin Hill, Detling, Lympne, Manston Improved backing scenes of airfields Detling, Lympne, Manston, Abbeville Drucat, Merville Calonne Added traffic at Biggin Hill, Detling, Lympne, Manston airfields Added the High Halden and Dunkirk airfields DCS F-14 Tomcat by Heatblur Simulations Added AN/ALQ-167 ECM pod as a visual loadout model for TARPS missions. Added ECA countermeasure pod visual models for TARPS missions. Fixed AI Wingman 2 and Wingman 4 issues in the Comms menu. DCS AJS-37 Viggen by Heatblur Simulations Major art revision and refinements for better accuracy and useability. Special thanks to Viggen maestro MYSE. Added missing lights to the upper airbrake. Corrected landing lights mounting angle and properties. Changed taxi light properties for more accurate angle and intensity. Remade the Distance indicator to show the distance more accurately. Range accuracy is now within +- 100m (1000m), average accuracy is +-40m (400m). NEW: Added optional Imperial altimeter and distance indicator. NEW: Implemented major art corrections and refinement pass for entire DCS: Viggen cockpit, non exhaustive list including: Modified model of pitch trim indicator, break pressure gauge, oxygen gauge, nozzle position indicator. Rotated EP13 glass, and changed HUD and radar screen. Evened out lighting strength on instruments Fixed broken lighting on some instruments Fixed some degenerate normals across the entire cockpit mesh. Removed the black paint on panels being illuminated Added "LJUS RADAR" symbols to illuminate radar brightness and BELYSNING to illuminate cockpit illumination. Added arrow illumination on FR22 panel, and MIL flag on distance indicator. Fixed white lines in the radar display moving with the sweep Removed lens flare from lights. Added night lighting to warning flag on CI. Changed FLI needles and wings to be lit more realistically Added dots on panels to see what position the rotary switches are in Added STD cover lighting effect Clearer and more accurate warning panels. Also dotted a few Å,Ä and Ö, and added some missing lines. Redder altitude warning light, brighter AP light and ALT warning light, and clearer radar range numbers. Thickened altimeter 0.5 lines and added text on weapon jettison and X-tank jettison covers. Added emissiveness to the α 15,5 button for nighttime visibility. Updated placement of selected CI scale (15,30,60,120 lights): Moved toward the bottom of the scope Updated CI compass bug size: Made wider and slightly thicker, and updated 12 o'clock marker size and shape. Added missing lights to Fälld last, Trans/Rev, AP buttons, Reverser handle, CI bearing bug. Changed colour of FÄLLD LAST and TRANS/REV rights, to orange and yellow respectively Changed cartridge reader model and texture to fit new DTC Animated throttle linkage to move with the throttle more accurately and attached rear half of throttle linkage for linked movement. Animated canopy lever linkage to move more accurately Made FLI ball horizon fixed in rotation per real device. Increased “SNURK” button size and Fixed duplicated VFR/IFR chart. Fixed clipping on the left ejection rope and added the right side ejection rope. Updated KB panel model/texture Updated placement of FLI parts to align with each other, recentered FLI ball and remastered FLI ball texture entirely. Added Dzus fasteners to the right annunciation panel, made the oxygen switch larger, and added separate white startup marks on the right annunciator panel. Put emergency instruction illumination switches to TILL Added Illumination to FR22 “GRUPP” and “BAS” text, and updated rollers for both. Added illumination dimming to the annunciation panels. Added mounting screws for the AOA indicator, made altimeter knob larger, changed textures on altimeter settings controls. Made the arrows on FR22 change with Instr. lighting knob Made the instruments on the left panels change with Instr. lighting knob “Radar light” changes colour with pol filter changes Added glass “windows” to FR22 “GRUPP” and “BAS” selectors Made the “MKR” knob girthier, and updated its textures. Changed size of waypoint buttons and changed WP panel textures slightly. New Data panel model Added 6 o’clock marker on CI compass, glass to ADI slipp ball, and missing glass to CI. Added “PK/FK” button on left wall panel Adde missing text to INSTR Belysning and FLI Bel and changed colour of several lamps. Added text on “ALLMÄNBEL” knob, changed NÖDFRIGÖRNING decals and added FK on master mode. Changed “LJUS RADAR” knob model, added several decals on emergency trim panel. Added numbers to temperature control and text to radio test knob. Changed AFK light colour to orange Made “α15,5”’s button “on” light larger Changed model around the RWR lights and changed RWR light textures. Added screws to CI modelled compass Made FR22 selector panel’s “AM” and “FM” lights to illuminate individually to show which is selected Changed altimeter “STD” select animation to move the knob out, instead of in. It also moves more Changed distance indicator model and centered hands on clock. Added text on HUD brightness knob: “LJUS SI” Slightly changed orientation of reverser handle. Increased size of speed indicator knob. Added animation for correct start pos for speed indicator hand Campaigns DCS: AV-8B Sky Warrior Campaign by Eagle86 All missions: Ship routes have been changed. Fixed the erroneous triggering of the "part of the group in the zone" trigger when the group is dead. Mission 3: fixed a bug with the takeoff of the wingmen. DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions – Some adjustments made to prevent premature landing list activation DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Campaign file has been completely rebuilt Users now have option to select hot start or cold start versions of the missions in the campaign menu (see screenshot) Mission file names and briefing names have been changed to accommodate campaign changes Also includes all fixes from previous updates DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 7 takeoff bug workaround Mission 7 Dry pass on armored car workaround Mission 8 Caboose Red 4 Engine failure simulated better Mission 10 Blue 3 and 4 won't take off - fixed DCS: F-14A Fear the Bones Campaign by Reflected Simulations Mission 11 tanking progression bug fix DCS: F-14 Speed & Angels Campaign by Reflected Simulations Mission 9 safety trigger added for qual conditions DCS: MAD Black Shark Campaign by Stone Sky Edited the text of the radio dialogue in mission 4 Removed static JF-17s that sometimes caused an error in mission 4 Search beacon in mission 8 has been redesigned DCS: MAD Campaign by Stone Sky Fixed takeoff weight for the Gazelle in mission 7 DCS: MAD AH-64D Campaign by Stone Sky Fixed bug UH-60 in mission 11 Added FCR to all missions Infantry fall into inside the Tarawa landing ship - fixed DCS: UH-1H The Huey Last Show Campaign by SorelRo Mission 10: LZ Latigo tweaks and fail safe triggers added for the user not to be destroyed by the opposing forces Mission 15: AI units tweaked to prevent crashes on takeoff. Time acceleration stops when voiceovers are triggered. DCS: F-16C Red Flag 21-1 Campaign by Eagle DynamicsBunyap Campaigns Updated missions to include critical mission times in the Briefing and added datalink assignments for Team and Donors DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 7 takeoff bug workaround Mission 7 Dry pass on armored car workaround Mission 8 Caboose Red 4 Engine failure simulated better Mission 10 Blue 3 and 4 won't take off - fixed DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations More damage fail safes added to mission 12. Fine tuning. DCS: F-14A Fear the Bones Campaign by Reflected Simulations Mission 11 tanking progression bug fix DCS: F-14 Speed & Angels Campaign by Reflected Simulations Mission 9 safety trigger added for qual conditions Mission 9-10 front radio channels updated Mission 7-8 bandit engagement safety triggers added Mission 12 PDF update Mi-8MTV2 and Ka-50: Memory of a Hero Campaign by Stone Sky Ka-50-2 was unavailable in mission 5 - fixed DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Updated skins for PLAYER and WINGMAN Ai aircraft due to incorrect bort number display issue PLAYER now wears VMFA-232 Red Devils liveries (Squadron actually deployed to Inherent Resolve) Updated Missions 10 - Rail yards - fixed target 3 smoke FX error, Added SEAD success notification A-10C / A-10C II Tactical Training Qualification Campaigns by Maple Flag Missions Corrected AI Taxi issues for TAC 11, 12, 13, 14, 15, 16 and 17 for both A-10C and A-10C II campaigns. UH-1H Worlds Apart - Spring 2025 Campaign by Low-Level-Heaven Mission Development Mission 1: AI does not trigger when landing at station 1. The trigger has been adjusted and the take-off can be forced as a solution via the F10 radio menu.16 points
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Хотел бы поздравить всех с праздником. Пожелать мирного неба. И особенно выразить огромную благодарность разработчикам . Ребят, то что вы делаете , это прям очень круто. Спасибо вам огромное. Несмотря ни на какие баги, которые безусловно есть , но в целом DCS это конфета!! Топчик! 10 из 10. Огромное довольствие от использования. Поверьте мы видим ваш огромный труд, и очень ценим.10 points
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I really appreciate that the Normandy map gets a lot of updates and attention, but it seems like every 2-3 months the frequency of every airfield changes. Which means I need to update every single one of my campaign missions, again and again. Also, sometimes parking spot numberings change too, that fundamentally mess up existing missions. Can you please tell me when the frequencies will be final? Only then I will update my missions, because I've done this 3 times already, and it's pretty tedious. Also, in the future please consider non-destructive updates, making sure that updates don't break existing content. Thank you8 points
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Because realism. Because planning, anticipation, fuel management, pressure to make ToT over a long ingress and get desired weapon effects otherwise hours have been wasted. Needing to AAR otherwise you just won't get home. Operating in some of the most heavily defended airspace in the world at that time. Needing a full strike package to work together, rather than just safely cruising around a killbox waiting for a TIC call. It doesn't appeal to everyone, but there are plenty who do want that. Desert Storm was a real 'pilots' war against a near-peer enemy. GWOT (especially in later years) was a low-intensity ground operation against insurgents and technicals, with a bit of uncontested air support thrown in.7 points
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6 points
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6 points
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Hi. Just making this thread for discussion of the most recent and future updates. Want to give my thanks for the long list of fixes. I especially appreciate the addition of the anti-ship role. I tried making an anti-ship mission a couple of months ago and was frustrated that I couldn't do so. Was happy to see it added in today's patch. Tested it out and it works quite well. Also, thanks for fixing the problem in the Mirage and C-101 where the controls weren't relaxed after black-out.5 points
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23 February 2024 Dear Fighter Pilots, Partners and Friends, We’re delighted to announce the release of a free texture upgrade to the J-11A, Su-27, Su-33, F-15C and A-10A in the latest update. These Flaming Cliffs 3 aircraft have received significant texture improvements and Physical Based Rendering, PBR. We look forward to your feedback. Please check out the Flaming Cliffs 3 upgrade video. We are thrilled to embrace a unified DCS World, where everyone can enjoy the most cutting-edge content together. Your feedback has been invaluable in guiding this decision, and we look forward to a more cohesive and collaborative community experience. Get ready for a new Maple Flag challenge with the new F-15C Aggressors Air Combat Maneuvering Campaign! This campaign aims to sharpen your dogfighting skills and put your tactics to the test in a set of pulse pounding missions. This Sunday 25th of February, we will be discontinuing the new user 50% discount. In addition, we will soon be introducing a new ED Miles program for the benefit of all new and existing users. Please stay tuned for further announcements. In the meantime, we want to extend our heartfelt thanks to you all for being a part of the DCS community. Your energy, feedback, and support drives us onwards and upwards. Thank you! Yours sincerely, Eagle Dynamics Flaming Cliffs 3 Upgrade The DCS: Flaming Cliffs aircraft have received a texture refresh upgrade to their cockpit and external model textures. The F-15C, A-10A, Su-27, Su-33, and J-11 have received new cockpits and external textures, and the Su-25 has received new cockpit textures. These upgraded cockpits focus on detail and realism and include Physical Based Rendering (PBR) textures. This free upgrade propels Flaming Cliffs 3 to 2024 texture standards and promises to maintain Flaming Cliffs 3 as an excellent choice for new and veteran DCS pilots. Our goal is to further improve the new user experience in DCS. The Flaming Cliffs 3 aircraft provide professional-level flight models but with simplified controls that result in a shallower learning curve for new virtual pilots. The F-15C, A-10A, Su-27, Su-33, J-11, MiG-29A, MiG-29S, and Su-25 provide a variety of aircraft that range from air superiority to attack. These come with a wealth of missions and campaigns and are operable on most online servers. If you are not already flying Flaming Cliffs 3, now is a great time to jump in and enjoy this great value. DCS World Development Report In our ongoing commitment to providing a seamless and streamlined experience for our pilots, we're thrilled to share positive news on the transition to a single-version approach, eliminating the distinction between Stable and Release versions. This move is aimed at ensuring all players enjoy the latest features, updates and improvements simultaneously. Please make sure to get familiar with the more harmonious and collaborative DCS World by updating to the latest version now! Notably included in this update is a performance improvement for terrains, an impressive set of new liveries from Polychop for the DCS: SA-342 Gazelle, as well as improvements to the DCS: MB-339 flight and collision model by IndiaFoxtEcho. We have also delivered a large number of bug fixes for DCS: AH-64D, DCS: F-16C Viper and DCS: F/A-18C. For a list of changes, please check out the full changelog. F-15C Aggressors ACM Campaign by Maple Flag The F-15C Aggressors ACM campaign puts you in the cockpit of an F-15C Eagle as a new Aggressor pilot with the 65th Aggressor Squadron at Nellis Air Force Base. Based on real world procedures, you will fly as Red Air against Blue Air Forces. You will face a series of challenging Air Combat Maneuver (ACM) missions against dissimilar aircraft with a wingman for assistance. Each mission will comprise two 2 vs 2 air to air engagements. Tankers are available if you wish to refuel before the second engagement. Your opponents include the F-4E, F-14A, F-15C, F-15E, F-16C, F/A-18C, M-2000C, MiG-29G, CF-188, MiG-21, Su-27 and an unknown type. Three campaigns are included in the download package to allow you to fly against Rookie, Ace and Random AI opponents. Additionally, there is an 11 mission practice campaign against the Rookie and Ace AI with in-air starts so you can perfect your ACM tactics and techniques. Key features: Over 1800 voice overs 49 pages of briefing material including the RED FLAG Spins, Red Forces In Flight Guide Maps, Diagrams Custom Kneeboards and Mission Data cards We hope you're as thrilled as we are about these latest developments in the world of DCS. Please remember that the Lunar Sale is in its final hours and ends on the 25th of February at 15:00 GMT. Do not miss out on this fantastic opportunity to land something truly special! Thank you again for your passion and support, Yours sincerely,5 points
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5 points
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Dear all, as always we would like to ask you kindly for your feedback for the current patch. This time we bring you a major overhaul of the cockpit, based on @MYSE1234's excellent work, who, as you know, joined our team to strengthen the efforts on the Viggen side of things. We are looking forward to your feedback and as always thank you for your kind and continued support! Enjoy! DCS AJS-37 Viggen by Heatblur Simulations Major art revision and refinements for better accuracy and useability. Special thanks to Viggen maestro MYSE. Added missing lights to the upper airbrake. Corrected landing lights mounting angle and properties. Changed taxi light properties for more accurate angle and intensity. Remade the Distance indicator to show the distance more accurately. Range accuracy is now within +- 100m (1000m), average accuracy is +-40m (400m). NEW: Added optional Imperial altimeter and distance indicator. NEW: Implemented major art corrections and refinement pass for entire DCS: Viggen cockpit, non exhaustive list including: Modified model of pitch trim indicator, break pressure gauge, oxygen gauge, nozzle position indicator. Rotated EP13 glass, and changed HUD and radar screen. Evened out lighting strength on instruments Fixed broken lighting on some instruments Fixed some degenerate normals across the entire cockpit mesh. Removed the black paint on panels being illuminated Added "LJUS RADAR" symbols to illuminate radar brightness and BELYSNING to illuminate cockpit illumination. Added arrow illumination on FR22 panel, and MIL flag on distance indicator. Fixed white lines in the radar display moving with the sweep Removed lens flare from lights. Added night lighting to warning flag on CI. Changed FLI needles and wings to be lit more realistically Added dots on panels to see what position the rotary switches are in Added STD cover lighting effect Clearer and more accurate warning panels. Also dotted a few Å,Ä and Ö, and added some missing lines. Redder altitude warning light, brighter AP light and ALT warning light, and clearer radar range numbers. Thickened altimeter 0.5 lines and added text on weapon jettison and X-tank jettison covers. Added emissiveness to the α 15,5 button for nighttime visibility. Updated placement of selected CI scale (15,30,60,120 lights): Moved toward the bottom of the scope Updated CI compass bug size: Made wider and slightly thicker, and updated 12 o'clock marker size and shape. Added missing lights to Fälld last, Trans/Rev, AP buttons, Reverser handle, CI bearing bug. Changed colour of FÄLLD LAST and TRANS/REV rights, to orange and yellow respectively Changed cartridge reader model and texture to fit new DTC Animated throttle linkage to move with the throttle more accurately and attached rear half of throttle linkage for linked movement. Animated canopy lever linkage to move more accurately Made FLI ball horizon fixed in rotation per real device. Increased “SNURK” button size and Fixed duplicated VFR/IFR chart. Fixed clipping on the left ejection rope and added the right side ejection rope. Updated KB panel model/texture Updated placement of FLI parts to align with each other, recentered FLI ball and remastered FLI ball texture entirely. Added Dzus fasteners to the right annunciation panel, made the oxygen switch larger, and added separate white startup marks on the right annunciator panel. Put emergency instruction illumination switches to TILL Added Illumination to FR22 “GRUPP” and “BAS” text, and updated rollers for both. Added illumination dimming to the annunciation panels. Added mounting screws for the AOA indicator, made altimeter knob larger, changed textures on altimeter settings controls. Made the arrows on FR22 change with Instr. lighting knob Made the instruments on the left panels change with Instr. lighting knob “Radar light” changes colour with pol filter changes Added glass “windows” to FR22 “GRUPP” and “BAS” selectors Made the “MKR” knob girthier, and updated its textures. Changed size of waypoint buttons and changed WP panel textures slightly. New Data panel model Added 6 o’clock marker on CI compass, glass to ADI slipp ball, and missing glass to CI. Added “PK/FK” button on left wall panel Adde missing text to INSTR Belysning and FLI Bel and changed colour of several lamps. Added text on “ALLMÄNBEL” knob, changed NÖDFRIGÖRNING decals and added FK on master mode. Changed “LJUS RADAR” knob model, added several decals on emergency trim panel. Added numbers to temperature control and text to radio test knob. Changed AFK light colour to orange Made “α15,5”’s button “on” light larger Changed model around the RWR lights and changed RWR light textures. Added screws to CI modelled compass Made FR22 selector panel’s “AM” and “FM” lights to illuminate individually to show which is selected Changed altimeter “STD” select animation to move the knob out, instead of in. It also moves more Changed distance indicator model and centered hands on clock. Added text on HUD brightness knob: “LJUS SI” Slightly changed orientation of reverser handle. Increased size of speed indicator knob. Added animation for correct start pos for speed indicator hand4 points
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**DCS: SA-342 Gazelle February 2024 update** *Facelift* The upcoming update for the SA-342 Gazelle will introduce new features, fixes, quality of life improvements as well as a facelift to the external models and textures. We're gradually replacing the original liveries that stem from the release back in 2016 with highly detailed renditions that make full use of physically based rendering techniques (PBR), many of which are included in this update. The SA-342 Gazelle minigun variant not only received an update on the M134 and gunner models, it now features the first iteration of our gunner AI capable of making short work of any soft target it can get within its sights. *Community Contributors* Over the past few months Polychop Simulations has been working closely together with a number of very dedicated and exceptionally skilled community members who have shown an interest in contributing to the module by putting in their time, effort and expertise resulting in what is essentially a graphical overhaul for the SA-342 Gazelle as well as an extensive set of kneeboard pages and documentation on the all new French liveries that can be found in the module's Doc folder, or more continently, attached to this post. *Input system overhaul* With the upcoming update of the Gazelle we have overhauled the inputs system. This means that it is likely that you will have to rebind all of your controls for the Gazelle module. The inputs for the Gazelle are now split into separate categories for the three positions - Pilot, Copilot and Gunner (the latter for the Minigun variant only). The inputs system works differently depending on whether you are flying with other players in your aircraft ("multicrew"). When in "multicrew" mode, each player will only have access to the inputs according to their position. However, when flying the Gazelle in a singleplayer mission, or flying on a multiplayer server but without other players in the aircraft, the player will have access to multiple input categories depending on the position they are in. In short, this allows a single player Pilot to also use the Copilot inputs, and vice versa. The priority (in the event of two inputs being bound to the same switch) is determined by the currently occupied position. For example, if you have the 'Fire Laser' input from the Copilot bound to "Button 1", and the "Force Trim" from the Pilot inputs also bound to "Button 1", then pressing "Button 1" will action different behaviours depending on whether you are sitting in the Pilot or Copilot seat. However if you bind them to different buttons, you can use both from either seat. The available inputs are as follows: - Pilot position - access to Pilot and Copilot inputs (Pilot priority) - Copilot position - access to Copilot and Pilot inputs (Copilot priority) - Gunner position - access to Gunner and Pilot inputs (Gunner priority) Please note that we expect further disruption to the inputs system as we continue to bring improvements and add various missing inputs to the Gazelle. We thank you for your patience and understanding. *The future* While we have come to a point at which it is now all hands on deck for the OH-58D Kiowa Warrior module's final stretch, Polychop is determined to keep updating the SA-342 Gazelle module on all levels including but not limited to major features such as an English (Empirial units) cockpit, a George like AI pilot/gunner and the transition to the new rotor blur system seen in more recent rotary wing modules. We'd like to be transparent on the fact that the aforementioned final stretch of the OH-58D Kiowa Warrior module development will have a certain impact on the development of new features for the SA-342 Gazelle for the next few updates. https://youtu.be/mjk64Y3mXdE DCS: SA-342 Gazelle by Polychop Simulations Exterior model art updates Added: New PBR material for glass surfaces. Added: 3D model detail additions Added: Reworked damaged and destroyed 3D models Fixed: General PBR material improvements Fixed: 3D model shape and smoothing Overhauled and replaced all external textures and liveries in full PBR Added livery: FR ALAT HRI 1981 Added livery: FR ALAT HRI Daguet 1990 Added livery: FR ALAT HRI KFOR 1999 Added livery: FR ALAT Sable 1990 Added livery: FR ALAT Sable 2003 Added livery: FR ALAT CE Daguet 1990 Added livery: FR ALAT CE OPEX Added livery: FR ALAT CE Barkhane 2014 Added livery: FR ALAT CE EALAT Added livery: CYP Air Force Sand Added livery: SRB Air Force Green Added livery: SYR Air Force Sand Teal Added livery: US Marines Grey Added livery: YUG Green / Brown Added livery: UK Army Air Corps BATUS Added livery: UK Army Air Corps BATUS Orange Added livery: UK Army Air Corps Green / Black Added livery: UK Army Air Corps Green / Black UN Added livery: UK Army Air Corps Green / Grey Added livery: UK Desert Army Air Corps - Operation Granby Added livery: UK Royal Marines Green / Black Added livery: UK Royal Marines Green / Grey Fixed: Athos / GOA sight now only updates when not stowed (fps gain) Fixed: Athos / GOA sight symbology disappearing when changing zoom levels Added: Opacity added to Athos / GOA symbology Fixed: Magnetic variation not displaying correctly Added: Document explaining the new French liveries in the module’s Doc folder Added: Kneeboard pages Added: Minigun tracer ratio selection (Fewer tracers for NVG operations) Fixed: M134 fire logic Updated: M134 weapon model Updated: M134 gunner model Updated: M134 sight now collimated Added: First iteration of AI M134 gunner (limited to player controlled Gazelle) Known issues: External weapon sounds not matching correct type of weapon4 points
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I think the sooner ED sits down with all the interested third parties and comes up with a common system that everyone switches to the better. To me realistic sensor implementation is now the thing that separates the good modules from the great ones. I'm sure not everyone feels the way I do, but for the most part the FMs in different modules seem pretty believable to me. But after seeing how the Phantom's radar will be modelled and what for example RAZBAM does, and then comparing it to what we had in the F-5E and the MiG-21... It's hard to go back to the old planes. I want to see the same, high level of quality in all the aircrafts' sensors and IFF is a part of that as well.4 points
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With more and more third party devs developing their own custom IFF system, it is really really getting time for ED to actually implement an IFF system to the core of DCS that everybody can use in order to avoid having lots of different but incompatible third party solutions for proper IFF simulation. Just my 2 cents.4 points
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Waste of time. Do the update, then a slow repair. That's the same as a clean vanilla install. Cheers! Sent from my SM-A536B using Tapatalk4 points
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4 points
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AGM-65 EO sub-mode Improvements Dear all, In the latest DCS update, the F-16's EO sub-modes (EO-VIS, EO-PRE, and EO-BORE) have received some updates to improve their logic and the AGM-65 missile seeker control interface for the F-16. For the most part the underlying functionality won't change all that much; but the AGM-65 seeker behavior will be more consistent and accurate within each sub-mode. Four terms (or modes) are used to describe the AGM-65 seeker operation with regards to the F-16 interface: BORE: Seeker is caged straight ahead in line with the missile body axis. SLAVE: Seeker is slaved to the SPI. SLEW: Seeker is steered by pilot input. TRACK: Seeker is tracking a target. When not in TRACK and the SOI is set to the MFD WPN format, the seeker will be in SLEW. When not in TRACK and the SOI is set to anything other than the WPN format, the seeker will be in either BORE or SLAVE, based on the current EO sub-mode: EO-VIS: Seeker is in SLAVE mode, slaved to the SPI, which is located at the TD box. EO-PRE: Seeker is in SLAVE mode, slaved to the SPI, which is located at the current steerpoint. EO-BORE: Seeker is in BORE mode, caged straight ahead. EO-VIS The main effort of the changes made to this sub-mode was to ensure that the logic received the same functional improvements that DTOS and VIS sub-modes received several months ago, specifically in regard to how the HUD/HMCS designations worked with the SPI and TGP aiming. The most significant changes that players need to be aware of is how the TMS Forward/TMS Aft commands function in pre- and post-designate, depending on whether the SOI is set to HUD/HMCS or WPN. When in pre-designate with the HUD or HMCS as SOI, the TD Box will be stabilized to the FPM (HUD) or HMCS Aiming Cross as it is now, and the first TMS Forward will ground stabilize the TD Box into post-designate (no change from before the update). When in post-designate with the HUD or HMCS as SOI, the SOI will remain set to HUD and HMCS, allowing the TD Box to be slewed to fine-tune the position on the ground as desired. This will be a noticable change from previous versions, in which entering post-designate simultaneously moved the SOI to WPN. Now, a second TMS Forward when already in post-designate will be required to move the SOI to WPN. When in post-designate with WPN as SOI, TMS Forward will command the AGM-65 to TRACK mode, and TMS Aft will slew the AGM-65 seeker back to the SPI (no change from before the update). To return EO-VIS to pre-designate, the SOI must be moved to the HUD or HMCS, and TMS Aft is pressed to cage the TD Box to the FPM. This is the other notable change from previous versions, in which pressing TMS Aft while WPN was SOI was also returning the EO-VIS to pre-designate with the SOI back to HUD or HMCS. As a result, it is now possible to return the AGM-65 seeker back to the SPI while keeping the SOI on WPN and remaining in post-designate. Since the seeker will remain in SLAVE mode while the WPN is not SOI, it is now easier to perform an off-boresight HMCS designation of a ground target for a handoff to the AGM-65. As long as the WPN is not SOI, the AGM-65 will remain slaved to the designated SPI location, even if at a gimbal limit. As the aircraft turns inbound and rolls out on the attack heading, the seeker will have arrived to the SPI, at which time the second TMS Forward may be pressed to transition the SOI to WPN for the final target acquisition and engagement. Even if you press TMS Forward too soon before the seeker has arrived at the SPI location, a press of TMS Aft while WPN is SOI and the SPI is within the gimbal limits will command the seeker to the SPI. Below is a summary of the EO-VIS procedure, with the changes highlighted in red: (HUD/HMCS SOI) TMS Forward to ground stabilize TD Box into EO-VIS post-designate. (HUD/HMCS SOI) TMS Forward again to set WPN as SOI and enter SLEW mode or DMS Aft to manually set WPN as SOI and enter SLEW mode. Seeker LOS circle appears. (WPN SOI) Slew seeker over target. (WPN SOI) TMS Forward to enter TRACK mode. (WPN SOI) TMS Aft to exit TRACK mode/slew seeker back to SPI but remain in SLEW mode or DMS Forward to set HUD/HMCS as SOI and enter SLAVE mode to reposition TD Box as desired. LOS Circle will disappear when seeker enters SLAVE mode. (HUD/HMCS SOI) TMS Forward to return SOI to WPN and re-enter SLEW mode at current SPI or TMS Aft to return to EO-VIS pre-designate to designate a new SPI if desired. EO-PRE Very little has changed in this sub-mode, but it is now possible to do a handoff from the FCR in GM, GMT, or SEA mode. When the FCR is SOI and set to GM, GMT, or SEA sub-modes, entering FTT or MTT will also transition the SOI to WPN and the AGM-65 seeker will enter SLEW mode. However, the seeker will still need to be manually commanded to TRACK mode using TMS Forward while WPN is SOI. (An automatic handoff to the AGM-65 directly into TRACK mode is not possible when using the FCR; this is only possible when using the TGP.) When the SOI is manually set to WPN, the LOS circle will appear since the AGM-65 is now in SLEW mode, regardless of whether the FCR is in FTT or MTT. TMS Aft while the WPN is SOI will command the seeker back to the SPI, but the SOI will remain set to WPN. The LOS circle will remain and the seeker can still be slewed unless the SOI is returned to FCR or TGP. EO-BORE Similarly to EO-PRE, little has changed with this sub-mode. If the SOI is not set to WPN, the seeker will be in BORE mode, returning the seeker to the missile body axis boresight position. --------------------------------------------------------- In addition, it must be noted that the SOI will automatically be set to WPN any time the TGP or the FCR enters a track mode, regardless of the selected EO sub-mode. Based on research, this reflects accurate behavior for the version of F-16 that is being simulated in DCS. Kind regards, Wags4 points
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T-38C Talon We are covering the most up to date model which and is still in service with the USAF. We dont have a ETA but this forum post is here to keep progress updates on this mod. For more infomation about this project join our discord : https://discord.gg/7SXNqHDSBY Here is the current dev log : https://youtu.be/Fg4V7IKuqc8?si=xN9LK55e5SzYpR0L Our plans We're hoping to bring a realistic T-38C with a working backseat for a IP. Planning on having all the feautres the T-38 has and are possible for a mod. We're currently working on the Cockpit and getting that started, the 3D model is still work in progress. there are some things of the T-38C missing which is WIP. EFM is also in the works For more infomation about this project join the discord : https://discord.gg/7SXNqHDSBY https://www.youtube.com/@caffeinesimulations Coffee 2D artist - T-38C Caffeine Simulations More updates to come3 points
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Thanks for the feedback, @Reflected make sure you use your contacts within Closed Beta testing as well. We will bring this up to Ugra. Thanks.3 points
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Hi, The old panel only has modes 1, 2 and 3 available. Mode 4 won't work despite the panel having the correspondent dials.3 points
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3 points
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3 points
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Oh god yes. There are so many “eh, let's just wing it” systems in DCS that either weren't originally interesting or that only received some token attention or work-around, but which have now become expected features that all modules have to do in one way or another without any unifying structure behind it. DTC and all the settings that go into that, dynamic mission programming, laser-guided weapons, cockpit environment controls, and (in the past) such obvious things like ground radar. So much is now standard that it should be part of the core, but we're looking down the barrel of an increasingly disparate and often mutually incompatible bunch of implementations. Sure, core systems don't sell planes, but I am kind of wondering how much effort is wasted on remaking these systems that should be universal by now.3 points
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I have time to do that so no problem, just every big update is a real problem for me due to low connection, I'll have just to update my fix, not a enormous work3 points
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Thanks for your effort, Morpheus. Just as REDEYE has stated - I have devoted all my free time to the Caucasus map. I will probably update my other mods once that is finished.3 points
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As soon as my DCS will be updated I'll make update of my fix, probably tomorrow (low connection here)3 points
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After the 22.02 update (2.9.3.51704 ) the whole DCS recived big BOOST for VR (due terrain streaming perhaps), its confirmed by many people. I can use even Marianas map (Guam!) which was previously simply unplayable for me in VR. I checked SA map again (RTX 4090, i9 13900K), and still its a problem of FPS and performance - and still its a vegation FPS issue on this map. To show it I did video, recorded direct from VR google (Quest, 72Hz, ASW off means 72FPS is a target). Currently I have absolutely no problems on any map except SA, so maps like Syria, Sinai, PG, Channel, Normandy (except maybe London and surrounding areas but we don't want to compare the forest only to buildings and the capital ok UK, do we? ) no any issue like this. The FPS issue in SA map is still present and not solved even after this patch. The test to show the problem for you was done on random area with .... forest only, the same on Caucasus map. On SA map is only good at high altitudes, there's still a big stutter near the ground due vegetation issue if the area happens to contain vegetation. I have been writing about this for a long time, giving many examples, but it has not yet been touched and fixed. In the video you can see problems with Razbam SA maps (vegetation). Worse time (17.1 vs 13.4 which gives cod efficiency by 27% compared to the Caucasus map, over a similar area), also more stutter - SA map FPS jumps from 72 to 54 FPS (visible stutter), Caucasus stable 72 FPS all the time. Also, you can check the location and the track (video was did on L-39, you need this module + SA map). DCS settings - nothing exaggerated" Request to solve this problem. test.trk3 points
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3 points
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That's true for every map in DCS. But with Normandy 2.0 it gets really annoying because: 1. It has the most aerodromes. 2. It constantly gets updated. 3. The frequencies get reshuffled in almost every patch. 4. Ugra reshuffle them on a whim, unaware of troubles it causes to content creators.3 points
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I can confirm that mission 2 is now working properly. Thanks for the fix!3 points
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С удовольствием слежу за вашими рассуждениями. Аж молодость вспомнил - экзамен по Основам радиолокации, ТСВЧ и т.п. (жуть! ) Всех с праздником!3 points
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^^^^ This. I use this in conjunction with a real weather injector, sometimes getting 17kt winds that cause a decent amount of deck pitching. Not as sporty as the Forrestal but still enough to cause some missed wired.3 points
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Hello WinWing staff. Could you please modify the WinWing software installer so these two lines get written at the end of the Export.lua file rather than at its very beginning? local wwtlfs=require('lfs') dofile(wwtlfs.writedir()..'Scripts/wwt/wwtExport.lua') When they are present at the beginning of the file, some users experiment low FPS, depending on which other export scripts they are using. On the contrary, it seems that placing the wwt lines at the bottom of the file don't break anything. Thank you.3 points
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A great update that deserves praise :)! Marianas were unplayable for me in VR, currently I have a constant 72 frames here (max for 72Hz Quest Pro), amazing, before it stuttered like hell here. All maps have recived boost (still only the South Atlantic lags behind, unfortunately). Awsome! Im ready for Phantom!3 points
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In somewhere, did someone request this livery ? I cannot find again it, now. (or ... never requested ?) B747's skin can be published soon. DC-10 (trib. MD-11F) 's is not. Its panel lines and wheathered layers have not been retouch for 8k. I'll try N8 National ones in the future ( ... not soon, not near ). That charter airline works for + with US military.3 points
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3 points
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Fabric texture on the elevators New bomb selection panel Additional testing happening with the bomb sight and terminal velocities, note the addition of the TV card on the top right of the computer3 points
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@BIGNEWYI think I've figured it out. The new update page now has a field for the MAP. Leaving it blank (I didn't know it was there) meant an unsuccessful upload.2 points
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A very simple suggestion, I think a simple tick box next to each mission in the "Instant Action" and "Mission" pages would mean users can remember which missions they have played and can then work their way through all the missions under both "Instant Action" and "Mission" menus. Could also be included for Training Missions also. In contrast, this does exist for campaigns which show a status of "Win", "Inactive" or "Defeat". Then each mission in each campaign also has a status of "Failed", "Success", and "Draw". Clearly something as complex isn't needed for Instant Action, Missions & Training, but something very simple would likely be useful. The purpose being users do not need to memorize or separately track which missions they have and haven't tried, and it gives a good incentive to work through them all. They could then be unticked again if the user wishes to replay any mission. So it's really just a simple tick box which the game remembers the status of. At least for myself I think I would get me to work my way through them all for all my modules and something so simple would get me playing more. Hopefully not the most difficult thing to implement, but I know it would take some time and effort. Hopefully there is some interest in this and many thanks in advance! Some very low effort example images to show what I mean are attached.2 points
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2 points
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@Yurgon@LOW_Hitman Wenn ich das Handbuch dieses Monitors richtig verstehe, müsstet ihr im Menü "Bildeinrichtung" einen Punkt haben, der "Trace Free" heißt. Dort müsstet ihr die Overdrive Einstellungen anpassen können. Müsste bis zu einem gewissen Punkt helfen. Wenn ihr es übertreibt, habt ihr negativ Ghosting indem ihr seht, dass weiße Rädner um die bewegten Objekte entstehen (Overshoot). Versucht mal ob ihr es hiermit in den Griff kriegt. Und natürlich Bildwiederholrate immer so hoch wie möglich. Wenn ihr kein Freesync o.ä. nutzt, könntet ihr auch mal "ELMB SYNC" testen. Wenn das das ist was ich vermute, werden damit schwarze Zwischenbilder eingeschoben. So wie früher beim CRT, das müsste das Bewegtbild schärfer erscheinen lassen.2 points
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When flying low over the town next to the airbase at the F-15E take-off IA mission, my fps doubled It's still lower than on other maps, but this improvement is remarkable. And as stated above, forested areas are still a problem.2 points
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We've had this conversation already. Save game functionality is coming. There already are airstarts and load mission functionality (even from other map) so you can have your missions divided into chunks or even offer only the fun part one. There are other sims with pilots regularly flying to other continents - I see no problem here. Of course not everybody likes long flights or have the time for it - nothing new. DCS just have to give us the possibility, the map big enough with bases for both sides and some sea to put the carrier far away enough.2 points
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OK, I finally found a way to move the Crew Status Indicator! The file that needs to be edited is crew_indicator_common.lua. This file is located in the main DCS install folder here: ...\DCS World OpenBeta\Scripts\Aircrafts\_Common\Cockpit Edit Line 58 to look something like this: base.init_pos = {0.50,0.75} -- {-aspect, -1.0 + size + 0.0525} Please note, the first pair of x & y coordinates are meant for my screen dimensions. The remarked coordinates are the default values. Make sure to make a backup of the original file in case things get messed up. Additionally, make a backup of the current file to account for new updates to DCS. Yes, these values would need to be changed after each DCS update. This overlay also affects the UH-1H Huey or other vehicle with a similar display option. Here is a screenshot that shows the location of each overlay. These positions correspond to external MFD displays.2 points
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I busted my rear gear twice landing at a short FARP (Tal Siman), not sure if it happened on landing or jamming the brakes to stop in time. I could hear some skid noises on my 3rd try so I pulsed the brakes a bit and didn’t wreck my plane. oh yeah, and, and As close to a Cobra as you’ll get outside of a Flanker, and low speed high AoA passes are fun heh2 points
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If the map is to be 'centered on Bagdad', just under 150NM away is Kermanshah and we can have a good old 80's disco over the Zagros mountain range with an ever-increasing 80's lineup of modules from the golden era of air combat. That's less distance to Mosul in the north, Basrah in the south and the border to the west which is just a big vacuum of nothingness. So basically, there's nothing around here but the Iranian border and the Tigris and Euphrates if you ignore the mountains in the northeast between Iran. The problem seems to be that everyone wants to simulate GW1, carrier ops and 900-1000 mile round trips. Why? There's no save game, I've read popular social media where seemingly no one has more than 15 minutes to fly. At the very least a 70 mile flight to the merge over some mountains has to be the most favorable 'game'. The Navy were guarding their own anyway and weren't playing that much due to technical reasons. It's always so weird what people say they want. I expect someone to make a new game-breaking original content video on this comment next week, how Afghanistan doesn't work for DCS, when I've said it for years.2 points
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Tested today following the patch. No matter what I did before, I suffered that brutal frame drop. I've just had a few minutes to test, but I've observed a serious improvement with low terrain textures. High terrain textures still leads to that immediate massive frame drop below 900ft though. Time will tell but I'm feeling quite positive about the progress being made. Edit: Built up areas still suffer quite drastic frame rate drops. In one instance, I was able to restore performance by alt-tabbing as I flew over Rio Grande. But at other times it did not help. This patch is definitely a step in the right direction overall.2 points
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2 points
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2 points
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