Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 04/10/24 in all areas

  1. Introduced new campaign - DCS: Mi-24P Outpost Campaign by Stone Sky. DCS World CTD with new Oculus/Meta Quest 2/3 v63 software - fixed. NEW: Added over-pressure shockwave influence from bombs, missiles, shells and gunfire on terrain vegetation like trees, bushes, and grass. FIXED - Linked Zone doesn't work with player-controlled units in Mission Editor. ChinaAssetPack. Fixed HQ-7 AI launcher missile guidance issue (better hit rate). ChinaAssetPack. Changed HQ-7 EO drivable version back to tracking radar version Voice chat: Added a separate input layer for each FC3 aircraft. Added the Forced PTT mode for intercom. Fixed. FM range is missing R-862 radio. Fixed. The frequency range of P-832M. Weapons. Chaffs do not affect some radar-guided SAMs missiles - fixed. AI aircraft. Tanker hose-cone is in retracted state when refuelling - fixed. Update default trimmer sounds in accordance with new references. AI aircraft. Helicopter with certain main rotor damage makes its crew heads bounce as if head-bangers - fixed. ME. Crash when deleting text from editor text field in some cases - fixed. GUI. When the user edit the joystick name and pressing <ENTER> (as suggested by tooltip), OPTIONS window closes - fixed. Weapons. AGM-65E2\L still hits the target after the laser designator turns off - fixed. ME. Freeze at Sim Poststart when using 'Show Hidden Units' - fixed. MP. When started after a DCS client, a local dedicated server "steals" Force Feedback from the DCS client - fixed. MP. JTAC laser code setting is transferred to another mission - fixed. AI surface. Some ships prevent Fog of War unfogging when they are more or less distant from the enemy targets - fixed. AI surface. Ground units don't work if the mission has an intro - fixed. AI surface. Some units always face north - fixed. Airborne troops. Crash when requesting to disembark - fixed. AI surface. Added new sound for M-60, BMD-1 and BTR-D. 3D Models. Fixed models (SA-10) S-300. GUI. CTD when trying to play Ogg Theora video tutorials - fixed. SNS devices. Digital map floating after initialization when an aircraft spawns airborne - fixed. DCS: F-16C Viper by Eagle Dynamics G effect improvements. Loss of color, tunnel vision, and black out have been adjusted and all happen over a greater time period. This is most useful AFTER performing a G warmup (4 to 5 G for 90-degrees, and then the same manoeuvre back in the other direction). At 9.3 G and after a G warmup, blackout now occurs at approximately 30 seconds instead of 9.5 seconds. - work in progress. Sound effects will be done later. Added embedded INS+GPS logic based on Kalman filter. - work in progress. Fixed: “Knife Edge Pass” review FCS logic. Fixed: TGT-TO-VRP (CCRP) crash when activating it. Fixed: CTD when switching FCR mode in OVERRIDE. Fixed: Datalink with human players not working if GPS is unavailable. Fixed: Datalink doesn't work for maps in the Western hemisphere. Fixed: Multiplayer datalink share of detected air targets. Fixed: VSR gets stuck in EXP when switching to VSR in EXP. Fixed: FCR auto-display range is not working with a SAM designated target. Fixed: VSR Scan limits not possible to slew. Fixed: TGP line-of-sight oscillations and freezing. Fixed: Commanding area or point track with TGP in STBY moves SPI to behind aircraft. Fixed: FPS drop with JDAM. Fixed: Maverick ripple lock loss. Fixed: MAV TD BOX drift. Fixed: Inboard HARMs jettisoned inhibit outboard HARMs from designation. Fixed: HSD Expand can cause some symbology to disappear. Fixed: MSL/DGFT/AA mode OSB 9.. Fixed: Sensors do not follow steerpoint after AGM-65 EO-VIS usage. Fixed: WCMD loss of TUI after bomb release on HUD. Fixed: HTS major and minor axis data becomes unstable in some situations. Fixed: Engine nozzle feathers graphical error. Fixed: Jamming SURV effect improvements. Fixed: Display behaviour for AGM-65 LOS Circle "in range" box is inconsistent. Fixed: Cockpit seems to have two reflections. Fixed: IAM missed by the amount of drift. Fixed: GMT TMS Up while tracking moving ground targets causes target info and background map to disappear. Fixed: AGM-65 setting SOI to WPN before designating in EO-VIS moves designation to 0,0 coordinates. Fixed: GBU-24 symbology jumping around and erratic when on ground. Fixed: Cursor zero ignores newly set Mark Point if using DTOS. Fixed: F-16 Switching from TWS to RWS while in STT drops track briefly. Fixed: Visual issue with F-16 HUD glass edge. DCS: F/A-18C by Eagle Dynamics Fixed: BRA on RDR ATTK page does not use MAG, using TRUE heading incorrectly. Fixed: AACQ and Bullseye information is overlapping - Bullseye symbol overlapping. Fixed: High drag bomb release error in Free Fall (FF) mode. Fixed: RAID mode can be "pre-activated" prior to entering TWS. Disabled Game Flight Mode. Fixed: ASI command makes a little overcompensation command - Pitch down tendency. Fixed: Check stab command NU at landing flare touch down. Fixed: TDC in RDR ATTK and AZ/EL does not show info for trackfiles in memory, when in STT. Fixed: Check trim advisory not showing. Fixed: Steerpoint TPOD misalignment/drift. Fixed: ACM Slew and NO RAD indication under specific flow. DCS: A-10C II Tank Killer by Eagle Dynamics Fixed. Altimeter is missing a decimal separator for pressure setting. DCS: AH-64D by Eagle Dynamics Game Flight Mode disabled. Fixed: CTD on turning on AH-64D TADS. George AI tuning. NOTE: In the next update, we plan to add LINK, ZOOM, and C-Scope functions. DCS: Mi-24P Hind by Eagle Dynamics Added: Bind for radar altimeter dangerous altitude setting Fixed: While “Hydro Lock” option activated , moving collective without hydro release pressed still affects avionics but not FM DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. P-47D-40 bugged gunsight external texture Fixed. hydraulics drives fail to extend undercarriage after repair Added. New landing gear physics DCS: P-51D Mustang by Eagle Dynamics Added. New landing gear physics (including TF-51D) DCS: Spitfire LF Mk. IX by Eagle Dynamics Cockpit reflection tuned DCS: Supercarrier by Eagle Dynamics Fixed: Deck crew LODs have spikes Fixed: Supercarrier ATC radio menu is broken during takeoff from the catapult Fixed: Radio menu may break after repeated landing request in some case DCS: Mirage F1 by Aerges General: Rear pilot is now not present in the Mission Editor preview window (basically in payload dialog) when the 'Solo Flight' option is selected. The rear pilot is now not present in a human-controlled Mirage F1 BE, once in the mission, when the 'Solo Flight' option is enabled. Adjusted appearance of the aircraft mission options dialog. Now with the 'Disable force feedback effects' option checked, force feedback joysticks (if any is connected) will always return a constant spring force. All FFB shake effects will be disabled as well. Now with the 'Disable force feedback effects' option checked, 'Force Feedback' section in the Special Options dialog is inactive. Radar: Implemented radar 'Standby' mode. Implemented radar power up sequence: Display is available at the 31st second after radar power up (PNE light goes out at the 35th second), and transmitter is ready after 3 minutes timeout (EMI light will cease at this moment). Added power up logic for the radar “AP” (parametric amplifier) light. Fixed dedicated 1st and 2nd stage commands of the radar antenna elevation buttons behaviour when 2nd stage is released with 1st stage still being held pressed. The radar resulting antenna altitude difference now can't be more than +/-48000 ft in both 'E' and 'D' elevation control modes. Systems: Fixed clickability issues (shifted clickspots) with the lights panel at the right side of the Optical Sight ( 'C + M or SW' and 'Jammer Detection' lights). Fixed AoA light strip not illuminating in Mirage F1 BE rear cockpit. Fixed combat flaps logic not working in Mirage F1 BE. Fixed Optical Sight test symbology appearance: 'Approach' test mode is now enabled for testing only when none of the weapon modes were selected. Attitude scale now displays -60 deg of pitch and 180 deg of bank in normal scale display mode, and -40 mil of pitch and 180 deg of bank in simplified scale display mode. Gun firing reticle now has 40 mil diameter in all test modes. Adjusted the following symbols positions in various test modes: target symbol, gun firing reticle, radar command reticle. IFF will start in N when the aircraft is initialised hot on the ground. Fixed brightness adjustment of IFF lights. Default mode 2 IFF code is now 2000. Added magnetic indicator logic in the Mode 4 IFF panel. Fixed launch problems created by a mixed F1 and F4 rocket payload. Flight Model: Added vibrations with airbrake deployment at high Mach. Fixed a small bug in airbrake pitching moment tables. Communications: Added 'Engage Ships' radio command. Added 'Engage with' radio submenu. Added F1 TRAP 136 and TRAP 137B radios presets for Voice Chat. Changed TRAP 136 V/UHF radio guard frequency to the standard one: 243 MHz. Voice Chat intercom does not operate anymore when electric power is unavailable. 3D model and textures: Added cryptographic computer unit texture. Miscellaneous: Updated Flight Manual. Mainly IFF description, including mode 4, and Controls Window description. DCS: C-101 Aviojet by AvioDev General: Rear pilot is now not present in the Mission Editor preview window (basically in payload dialog) when the 'Solo Flight' option is selected. 'Solo Flight' is now available for AI-controlled aircraft. Fixed C-101EB 'English' cockpit livery not being applied. Now with the 'Disable force feedback effects' option checked, force feedback joysticks (if any is connected) will always return a constant spring force. All FFB shake effects will be disabled as well. Communications: Added Voice Chat sound filters parameters for ARC-134, V/TVU-740, and VHF-20B radios presets. DCS: JF-17 by Deka Ironwork Simulations New: inSky SATAC 2022 Champion skin New: draw two airspace on HSD (A: purple and B: cyan) MISSION (default): Added by mission maker using draw->line->segments Blue: BKYA and BKYB Red: RKYA and RKYB Neutral: NKYA and NKYB F10 Label: Added by player on F10 using label JKYA1~JKYA10 and JKYB1~JKYB10 Always closed polygon Preset: Added by preset lua Each terrain has its own airspace lua Lua sample can be found in JF-17/Doc directory Lua (file) can be edited (replaced) during (MP) mission for quick update In MP, each flight/squadron can use its own lua (convenient distribution) Help keep F10 map clean Clean: remove airspace from HSD Note: You can select airspace source in configuration panel then update DTC Each draw no more than 10 line segments Fixed: unstoppable refocus of WMD7 camera Fixed: WMD7 laser cannot be repaired after run out of life Adjusted: WMD7 CCD image source (better CCD grey image) Adjusted: install/remove ladder and inlet cover via config panel Adjusted: switched to ED’s GB-6 and LS-6 DCS: Black Shark 3 by Eagle Dynamics Fixed Ka-50 old QS Syria missions corrupted start position Incorrect audio/subtitle warning given for INU Fixpoint within 18km - fixed DCS: F-14 Tomcat by Heatblur Simulations Fixed minor vertex normal issues on left engine nacelle (A) Slightly improved rendering performance by merging some indicator elements. Fixed various minor issues in LoD 1-3. DCS: Flaming Cliffs by Eagle Dynamics A-10A. Panel lights texture issue (border) - fixed A-10A. Cockpit model adjustments Su-33. Reflections can be too strong at odd times on gauges - fixed Su-25T. Kh-58 missile collide with plane during launch with big sideslip angle - fixed A-10A. HSI and ILS are not working - fixed Su-25A. CCRP ripple release mode does not work with MBD2-67 - fixed Su-27. MFD placed in wrong place in HUD view mode - fixed DCS: L-39 Albatros by Eagle Dynamics Added Marianas Instant Action missions DCS: Mi-8MTV2 by Eagle Dynamics Cockpit reflections tuned DCS: Yak-52 by Eagle Dynamics FIXED: Reflections too strong under flashlight DCS: Combined Arms by Eagle Dynamics Fixed player-JTAC operation in MP. DCS: NS430 by Eagle Dynamics Fixed. Terrain mode memory leak leads to CTD Fixed. Options menus have truncated labels Fixed. Wrong indicated ground speed Fixed. HFOM and VFOM statuses on GPS page won't fit into its fields Fixed. Crash that happens during zooming in and out on the Persian Gulf map Campaigns DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Campaign was updated to version 2.3 All Missions - Top down review and many bugs squashed big and small. Many thanks to Pyrocumulous! His help was instrumental. All missions - radio frequencies better coordinated for all aircraft in the strike package All missions - updated Datalink connections for all like aircraft. All missions - changed all displayed messages to Clearview All missions - updated to new F10 menu system which adds new options for the player to manage thier simulation's environment. Thanks Gareth Magnall https://www.youtube.com/@Pukin-Dog All missions - Wingmen (Pig-2, 3 & 4) changed over to a seperate group for more tasking flexibility. Thanks B.D. All missions - added the option of a Practice Sortie to each mission. This will allow the mission pilot to exit the primary mission, fly a practice sortie with the same loadout as the primary mission, and then reenter the primary mission. The mission pilot can fly and practice any technique/profile, rearm and refuel as desired, and then re-enter the primary mission when ready. All missions - now have the ability to accelerate time (fast forward between waypoints) without missing any mission critical inputs or messages. Thanks Sedlo. All missions - datacards use different font/colors for easier reading. All missions - end of mission music added. DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations All missions – Air defense visibility adjusted to get AI SEAD flights attack higher priority targets over Rapiers and AAA DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Updated mission 13 DCS: F-14A Fear the Bones Campaign by Reflected Simulations Su-25T was removed from modules list DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Added campfire to mission 1 to assist in location of enemy training camp P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations ATC frequencies changed and corrected Spitfire IX The Big Show Campaign by Reflected Simulations Complete revamp of the campaign to version 2.0 Every mission uses historical locations now Mission historical inconsistencies fixed Mission timings adjusted based on further research Smoothened triggers More voice overs and sound effects added Reworked kneeboards and briefing visuals Corrected mission timings ATC frequencies changed and corrected yet again. DCS: P-51D Debden Eagles Campaign by Reflected Simulations ATC frequencies changed and corrected yet again. All takeoff sequences were reworked DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations More damage fail safes added to mission 12 Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations ATC frequencies changed and corrected DCS: P-47D Wolfpack Campaign by Reflected Simulations Mission 12 - flight has no bombs - fixed A-10C / A-10C II Basic Flight Training Qualification Campaigns by Maple Flag Missions Corrected CMSP Switch Trigger Test for both A-10C and A-10C II BFT01 missions. DCS: UH-1H Worlds Apart - Spring 2025 Campaign Mission 1 - In some cases, 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 F-10 radio menu. DCS: Raven One Dominant Fury Campaign Mission 2: fixed issue where mission would not progress after reporting seeing the yacht complete mission update to match new radio system F10 radio menu and space bar now can be replaced by HOTAS switches for better immersion added Link4 and ACLS to the carrier Mission 9: fixed issue with Texaco 21 refuelling of Texaco 11 fixed issue with SCUDs not firing and breaking the mission complete mission update to match new radio system F10 radio menu and space bar now can be replaced by HOTAS switches for better immersion added Link4 and ACLS to the carrier added working TACAN to all flight members F/A-18C Serpent’s Head 2 Campaign by Badger633 Missions 1: Fail on entering display fixed. Missions 3,5, 8 and 10: EZ refuel versions Fords fuel mass reduced F/A-18C Rise of the Persian Lion by Badger633 Mission 6: IR shield removed from enemy Helos. Mission 7: Convoy blocking itself and not moving fixed. Missions 4 to 9 and 13: EZ refuel versions Fords fuel mass reduced. F/A-18C Rise of the Persian Lion 2 by Badger633 Mission 6: F18 not exploding fixed. Mission 4,6,8,9a,9a and 12: EZ refuel versions Fords fuel mass reduced. Mission 12: Bugged moving rectangular zone fixed. Known issues: Propeller and Jet wash effect on nearby vegetation environment was added but not finished yet WIP F-16C - Flight Alignment procedure still requires some tuning, coming in a future update. In-Flight Alignment in pre-GPS era requires additional couple of FIXes in addition to the first two OFLY FIX to calculate the velocity properly. These FIXes can be made in any suitable mode: TPOD, FCR, HUD, OFLY, the only requirement is to keep the aircraft at a straight line between the fixes. Of course, the fixes should be done precisely.
    40 points
  2. patch notes will be posted just before the patch, planned for today. Meta crash fix will be included thanks
    14 points
  3. DCS: F-16C | Alignment Procedures To further improve the accuracy of the F-16C INS and GPS alignment system, we’ve implemented significant improvements that will later be rolled into other DCS aircraft like the F/A-18C, AH-64D, and A-10C. Proper alignment based on the GPS-era and a normal versus STRD HDG alignment. Proper alignment is critical for accurate navigation, sensor slaving, and weapon accuracy. Known issue: In-Flight Alignment in pre-GPS era requires additional couple of FIXes in addition to the first two OFLY FIX to calculate the velocity properly. These FIXes can be made in any suitable mode: TPOD, FCR, HUD, OFLY, the only requirement is to keep the aircraft at a straight line between the fixes. Of course, the fixes should be done precisely. Once this addressed in a later update, I will create a in-depth instruction video on this topic. GPS-Era / STRD HDG Alignment First, let’s start with the most common form of alignment in DCS, GPS-era using a STRD HDG alignment. This is the simplest, fastest, and most common for single- and multi-player. With power to the avionics systems, set the INS switch to STRD HDG and then set the GPS switch to ON. It’s important that the MIDS switch remains in the OFF position. After about 12 seconds, you’ll see an ALIGN indication on the HUD. You’ll then verify the STRD HDG alignment by going to the DED INS page and check the latitude, longitude, and altitude against your location on the F10 map view. After about 60 seconds, you should be aligned and confirm this by the ADI flags being retracted; HSI showing correct magnetic heading, DME, bearing pointer and CDI deflection; roll and pitch correct on the HUD; and RDY should be flashing on the INS alignment DED page after less than 2 minutes. We can now switch the INS switch from STRD HDG to NAV. On the DED INS alignment page, confirm that GPS TIME is displayed one minute after the GPS switch is set to ON. Note that this may take longer if the aircraft is under cover like a hardened aircraft bunker. As such, it is best to align out of cover. With good GPS TIME, set the MIDS switch from OFF to ON. After alignment with GPS correction, you can expect no more than 40 meters of INS drift. Further, if you zeroize the GPS or are flying a REDFOR Viper, you can expect an INS drift of 100 meters or more. GPS-Era / Normal Alignment A normal alignment is much like the STRD HDG Alignment, but we’ll need to manually enter the aircraft starting location because we’re not using a known, STRD HDG location. To start though, we’ll in the INS switch to NORM and not STRD HDG this time. Then set GPS to ON, verify MIDS to OFF, and wait for ALIGN on the HUD after about 12 seconds. The big difference is now going to the DED INS alignment page and entering the aircraft’s latitude, longitude, and altitude as shown on the F10 map. Once done, we’ll verify ADI, HSI, and HUD as before and wait for the flashing RDY indication on the DED INS alignment page after about 8 minutes. Once flashing, set the INS switch from NORM to NAV and verify GPS TIME indication. With that, set the MIDS switch from OFF to ON. These will be the most common alignment scenarios when performing a cold start. However, you may come across a mission or campaign with a date prior to the GPS era. In that case, we’ll only align based on INS with no GPS correction. Non-GPS Era / STRD HDG Alignment Like the GPS-era, set the INS switch from OFF to STRD HDG and wait for the ALIGN indication on the HUD. Then, verify the DED INS alignment page latitude, longitude, and altitude to the F10 map data and verify ADI, HSI HUD, and wait for the flashing RDY indication. We can now move the INS switch to NAV. Once airborne, you’ll then want to conduct alignment FIX procedures using Overfly, targeting pod, HUD, or FCR to remove accumulated INS drift. Please see the earlier videos on fix taking. Non-GPS Era / Normal HDG Alignment The last weight-on-wheels we’ll look at is doing a normal alignment at a mission date prior to GPS. Set the INS switch from OFF to NORM and wait for the ALIGN indication on the HUD. From the DED INS alignment page, enter the aircraft’s latitude, longitude, and elevation using the F-10 map. Next, verify the DED INS alignment page latitude, longitude, and altitude to the F10 map data and verify ADI, HSI HUD, and wait for the flashing RDY indication after about eight minutes. We can now set the INS switch to NAV. Once airborne, you’ll then want to conduct alignment FIX procedures using Overfly, targeting pod, HUD, or FCR to remove accumulated INS drift. Please see the earlier videos on fix taking. So far, we’ve only been talking about weight-on-wheels alignment procedures. We’ll now shift gears and discuss in-flight alignment. We’ll start with the more common GPS-era procedure. GPS-Era / In-Flight Alignment First, set the INS switch to FLT ALIGN and flight straight and level until the ADI flag is retracted. You’ll see INS FLT ALIGN on the DED and STBY on the HUD. Maintain straight and level flight and enter your compass magnetic heading within 20 seconds on the DED and verify that the pitch ladder is displayed on the HUD. Continue to fly straight and level until the ALIGN is replaced with the maximum G value on the HUD and then return the INS switch to the NAV position. Non-GPS-Era / In-Flight Alignment Last, for an in-flight alignment with no GPS, set the INS switch to FLT ALIGN and fly straight and level until the ADI OFF flag is removed. INS FLT ALIGN should appear on the DED and STBY on the HUD. Fly straight and level and enter your magnetic heading on the DED within 20 seconds while ALIGN appears on the HUD, replacing the maximum G indication. We’ll now perform an OFLY FIX within the next 30 seconds. It is required we perform a second OFLY FIX within two minutes to correctly perform velocity calculations. Keep flying straight and level, and once the maximum G field replaces the ALIGN indication, you are done. For best INS alignment, you may wish to perform an OFLY, HUD, FCR, or TGP alignment every 15 minutes for best possible navigation and acceptable weapon accuracy. Manual Alignment as Backup The manual alignment is a backup alignment designed to provide get-home capability only.
    12 points
  4. patch is live with the fix, thank your for your patience with this issue. Enjoy your flights!
    8 points
  5. Привет всем, кто говорит по-русски! Меня зовут Михаил Крылов, я решил озвучить оригинальные уроки для модуля F/A-18C. Проходить обучение, не читая текст, а воспринимая всё на слух, очень удобно и приятно. Поэтому я записал русскую озвучку к урокам F/A-18C для вас! Cкачивайте бесплатно и пользуйтесь с удовольствием. → Скачать русскую озвучку обучения для F/A-18C Там же по ссылке вы найдете возможность поддержать или принять участие в сборе денег на покупку и русскую озвучку следующего модуля, это будет F-16 Viper. Еще вы можете поставить лайк озвучке Ka-50 III в Steam. Еще вы можете поставить лайк озвучке F/A-18C в Steam. Другие мои проекты: Русская озвучка обучения Ka-50 III Видео-демонстрация на примере урока "Холодный старт":
    7 points
  6. Dear all, unfortunately we have no changelog for this patch, as the team is preparing the F-4 release, we thank you for your kind understanding. Rest assured that soon after the F-4 release updates and patches will return to a normal for both Viggen and F-14, and of course we did not forget about the remaining items to bring both out of EA. Thank you for your very kind patience in the meantime! As of course the F-14 was made compatible with the recent Open Beta, please be so kind and give us your feedback, should any new issues be spotted. Thank you as always for your continued support!
    7 points
  7. Fixed the flashlight in the Yak-52. I'll take that as a win.
    7 points
  8. DCS Patch notes discussion April 2024 Introduced new campaign - DCS: Mi-24P Outpost Campaign by Stone Sky. DCS World CTD with new Oculus/Meta Quest 2/3 v63 software - fixed. NEW: Added over-pressure shockwave influence from bombs, missiles, shells and gunfire on terrain vegetation like trees, bushes, and grass. FIXED - Linked Zone doesn't work with player-controlled units in Mission Editor. ChinaAssetPack. Fixed HQ-7 AI launcher missile guidance issue (better hit rate). ChinaAssetPack. Changed HQ-7 EO drivable version back to tracking radar version Voice chat: Added a separate input layer for each FC3 aircraft. Added the Forced PTT mode for intercom. Fixed. FM range is missing R-862 radio. Fixed. The frequency range of P-832M. Weapons. Chaffs do not affect some radar-guided SAMs missiles - fixed. AI aircraft. Tanker hose-cone is in retracted state when refuelling - fixed. Update default trimmer sounds in accordance with new references. AI aircraft. Helicopter with certain main rotor damage makes its crew heads bounce as if head-bangers - fixed. ME. Crash when deleting text from editor text field in some cases - fixed. GUI. When the user edit the joystick name and pressing <ENTER> (as suggested by tooltip), OPTIONS window closes - fixed. Weapons. AGM-65E2\L still hits the target after the laser designator turns off - fixed. ME. Freeze at Sim Poststart when using 'Show Hidden Units' - fixed. MP. When started after a DCS client, a local dedicated server "steals" Force Feedback from the DCS client - fixed. MP. JTAC laser code setting is transferred to another mission - fixed. AI surface. Some ships prevent Fog of War unfogging when they are more or less distant from the enemy targets - fixed. AI surface. Ground units don't work if the mission has an intro - fixed. AI surface. Some units always face north - fixed. Airborne troops. Crash when requesting to disembark - fixed. AI surface. Added new sound for M-60, BMD-1 and BTR-D. 3D Models. Fixed models (SA-10) S-300. GUI. CTD when trying to play Ogg Theora video tutorials - fixed. SNS devices. Digital map floating after initialization when an aircraft spawns airborne - fixed. DCS: F-16C Viper by Eagle Dynamics G effect improvements. Loss of color, tunnel vision, and black out have been adjusted and all happen over a greater time period. This is most useful AFTER performing a G warmup (4 to 5 G for 90-degrees, and then the same manoeuvre back in the other direction). At 9.3 G and after a G warmup, blackout now occurs at approximately 30 seconds instead of 9.5 seconds. - work in progress. Sound effects will be done later. Added embedded INS+GPS logic based on Kalman filter. - work in progress. Fixed: “Knife Edge Pass” review FCS logic. Fixed: TGT-TO-VRP (CCRP) crash when activating it. Fixed: CTD when switching FCR mode in OVERRIDE. Fixed: Datalink with human players not working if GPS is unavailable. Fixed: Datalink doesn't work for maps in the Western hemisphere. Fixed: Multiplayer datalink share of detected air targets. Fixed: VSR gets stuck in EXP when switching to VSR in EXP. Fixed: FCR auto-display range is not working with a SAM designated target. Fixed: VSR Scan limits not possible to slew. Fixed: TGP line-of-sight oscillations and freezing. Fixed: Commanding area or point track with TGP in STBY moves SPI to behind aircraft. Fixed: FPS drop with JDAM. Fixed: Maverick ripple lock loss. Fixed: MAV TD BOX drift. Fixed: Inboard HARMs jettisoned inhibit outboard HARMs from designation. Fixed: HSD Expand can cause some symbology to disappear. Fixed: MSL/DGFT/AA mode OSB 9.. Fixed: Sensors do not follow steerpoint after AGM-65 EO-VIS usage. Fixed: WCMD loss of TUI after bomb release on HUD. Fixed: HTS major and minor axis data becomes unstable in some situations. Fixed: Engine nozzle feathers graphical error. Fixed: Jamming SURV effect improvements. Fixed: Display behaviour for AGM-65 LOS Circle "in range" box is inconsistent. Fixed: Cockpit seems to have two reflections. Fixed: IAM missed by the amount of drift. Fixed: GMT TMS Up while tracking moving ground targets causes target info and background map to disappear. Fixed: AGM-65 setting SOI to WPN before designating in EO-VIS moves designation to 0,0 coordinates. Fixed: GBU-24 symbology jumping around and erratic when on ground. Fixed: Cursor zero ignores newly set Mark Point if using DTOS. Fixed: F-16 Switching from TWS to RWS while in STT drops track briefly. Fixed: Visual issue with F-16 HUD glass edge. DCS: F/A-18C by Eagle Dynamics Fixed: BRA on RDR ATTK page does not use MAG, using TRUE heading incorrectly. Fixed: AACQ and Bullseye information is overlapping - Bullseye symbol overlapping. Fixed: High drag bomb release error in Free Fall (FF) mode. Fixed: RAID mode can be "pre-activated" prior to entering TWS. Disabled Game Flight Mode. Fixed: ASI command makes a little overcompensation command - Pitch down tendency. Fixed: Check stab command NU at landing flare touch down. Fixed: TDC in RDR ATTK and AZ/EL does not show info for trackfiles in memory, when in STT. Fixed: Check trim advisory not showing. Fixed: Steerpoint TPOD misalignment/drift. Fixed: ACM Slew and NO RAD indication under specific flow. DCS: A-10C II Tank Killer by Eagle Dynamics Fixed. Altimeter is missing a decimal separator for pressure setting. DCS: AH-64D by Eagle Dynamics Game Flight Mode disabled. Fixed: CTD on turning on AH-64D TADS. George AI tuning. NOTE: In the next update, we plan to add LINK, ZOOM, and C-Scope functions. DCS: Mi-24P Hind by Eagle Dynamics Added: Bind for radar altimeter dangerous altitude setting Fixed: While “Hydro Lock” option activated , moving collective without hydro release pressed still affects avionics but not FM DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. P-47D-40 bugged gunsight external texture Fixed. hydraulics drives fail to extend undercarriage after repair Added. New landing gear physics DCS: P-51D Mustang by Eagle Dynamics Added. New landing gear physics (including TF-51D) DCS: Spitfire LF Mk. IX by Eagle Dynamics Cockpit reflection tuned DCS: Supercarrier by Eagle Dynamics Fixed: Deck crew LODs have spikes Fixed: Supercarrier ATC radio menu is broken during takeoff from the catapult Fixed: Radio menu may break after repeated landing request in some case DCS: Mirage F1 by Aerges General: Rear pilot is now not present in the Mission Editor preview window (basically in payload dialog) when the 'Solo Flight' option is selected. The rear pilot is now not present in a human-controlled Mirage F1 BE, once in the mission, when the 'Solo Flight' option is enabled. Adjusted appearance of the aircraft mission options dialog. Now with the 'Disable force feedback effects' option checked, force feedback joysticks (if any is connected) will always return a constant spring force. All FFB shake effects will be disabled as well. Now with the 'Disable force feedback effects' option checked, 'Force Feedback' section in the Special Options dialog is inactive. Radar: Implemented radar 'Standby' mode. Implemented radar power up sequence: Display is available at the 31st second after radar power up (PNE light goes out at the 35th second), and transmitter is ready after 3 minutes timeout (EMI light will cease at this moment). Added power up logic for the radar “AP” (parametric amplifier) light. Fixed dedicated 1st and 2nd stage commands of the radar antenna elevation buttons behaviour when 2nd stage is released with 1st stage still being held pressed. The radar resulting antenna altitude difference now can't be more than +/-48000 ft in both 'E' and 'D' elevation control modes. Systems: Fixed clickability issues (shifted clickspots) with the lights panel at the right side of the Optical Sight ( 'C + M or SW' and 'Jammer Detection' lights). Fixed AoA light strip not illuminating in Mirage F1 BE rear cockpit. Fixed combat flaps logic not working in Mirage F1 BE. Fixed Optical Sight test symbology appearance: 'Approach' test mode is now enabled for testing only when none of the weapon modes were selected. Attitude scale now displays -60 deg of pitch and 180 deg of bank in normal scale display mode, and -40 mil of pitch and 180 deg of bank in simplified scale display mode. Gun firing reticle now has 40 mil diameter in all test modes. Adjusted the following symbols positions in various test modes: target symbol, gun firing reticle, radar command reticle. IFF will start in N when the aircraft is initialised hot on the ground. Fixed brightness adjustment of IFF lights. Default mode 2 IFF code is now 2000. Added magnetic indicator logic in the Mode 4 IFF panel. Fixed launch problems created by a mixed F1 and F4 rocket payload. Flight Model: Added vibrations with airbrake deployment at high Mach. Fixed a small bug in airbrake pitching moment tables. Communications: Added 'Engage Ships' radio command. Added 'Engage with' radio submenu. Added F1 TRAP 136 and TRAP 137B radios presets for Voice Chat. Changed TRAP 136 V/UHF radio guard frequency to the standard one: 243 MHz. Voice Chat intercom does not operate anymore when electric power is unavailable. 3D model and textures: Added cryptographic computer unit texture. Miscellaneous: Updated Flight Manual. Mainly IFF description, including mode 4, and Controls Window description. DCS: C-101 Aviojet by AvioDev General: Rear pilot is now not present in the Mission Editor preview window (basically in payload dialog) when the 'Solo Flight' option is selected. 'Solo Flight' is now available for AI-controlled aircraft. Fixed C-101EB 'English' cockpit livery not being applied. Now with the 'Disable force feedback effects' option checked, force feedback joysticks (if any is connected) will always return a constant spring force. All FFB shake effects will be disabled as well. Communications: Added Voice Chat sound filters parameters for ARC-134, V/TVU-740, and VHF-20B radios presets. DCS: JF-17 by Deka Ironwork Simulations New: inSky SATAC 2022 Champion skin New: draw two airspace on HSD (A: purple and B: cyan) MISSION (default): Added by mission maker using draw->line->segments Blue: BKYA and BKYB Red: RKYA and RKYB Neutral: NKYA and NKYB F10 Label: Added by player on F10 using label JKYA1~JKYA10 and JKYB1~JKYB10 Always closed polygon Preset: Added by preset lua Each terrain has its own airspace lua Lua sample can be found in JF-17/Doc directory Lua (file) can be edited (replaced) during (MP) mission for quick update In MP, each flight/squadron can use its own lua (convenient distribution) Help keep F10 map clean Clean: remove airspace from HSD Note: You can select airspace source in configuration panel then update DTC Each draw no more than 10 line segments Fixed: unstoppable refocus of WMD7 camera Fixed: WMD7 laser cannot be repaired after run out of life Adjusted: WMD7 CCD image source (better CCD grey image) Adjusted: install/remove ladder and inlet cover via config panel Adjusted: switched to ED’s GB-6 and LS-6 DCS: Black Shark 3 by Eagle Dynamics Fixed Ka-50 old QS Syria missions corrupted start position Incorrect audio/subtitle warning given for INU Fixpoint within 18km - fixed DCS: F-14 Tomcat by Heatblur Simulations Fixed minor vertex normal issues on left engine nacelle (A) Slightly improved rendering performance by merging some indicator elements. Fixed various minor issues in LoD 1-3. DCS: Flaming Cliffs by Eagle Dynamics A-10A. Panel lights texture issue (border) - fixed A-10A. Cockpit model adjustments Su-33. Reflections can be too strong at odd times on gauges - fixed Su-25T. Kh-58 missile collide with plane during launch with big sideslip angle - fixed A-10A. HSI and ILS are not working - fixed Su-25A. CCRP ripple release mode does not work with MBD2-67 - fixed Su-27. MFD placed in wrong place in HUD view mode - fixed DCS: L-39 Albatros by Eagle Dynamics Added Marianas Instant Action missions DCS: Mi-8MTV2 by Eagle Dynamics Cockpit reflections tuned DCS: Yak-52 by Eagle Dynamics FIXED: Reflections too strong under flashlight DCS: Combined Arms by Eagle Dynamics Fixed player-JTAC operation in MP. DCS: NS430 by Eagle Dynamics Fixed. Terrain mode memory leak leads to CTD Fixed. Options menus have truncated labels Fixed. Wrong indicated ground speed Fixed. HFOM and VFOM statuses on GPS page won't fit into its fields Fixed. Crash that happens during zooming in and out on the Persian Gulf map Campaigns DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Campaign was updated to version 2.3 All Missions - Top down review and many bugs squashed big and small. Many thanks to Pyrocumulous! His help was instrumental. All missions - radio frequencies better coordinated for all aircraft in the strike package All missions - updated Datalink connections for all like aircraft. All missions - changed all displayed messages to Clearview All missions - updated to new F10 menu system which adds new options for the player to manage thier simulation's environment. Thanks Gareth Magnall https://www.youtube.com/@Pukin-Dog All missions - Wingmen (Pig-2, 3 & 4) changed over to a seperate group for more tasking flexibility. Thanks B.D. All missions - added the option of a Practice Sortie to each mission. This will allow the mission pilot to exit the primary mission, fly a practice sortie with the same loadout as the primary mission, and then reenter the primary mission. The mission pilot can fly and practice any technique/profile, rearm and refuel as desired, and then re-enter the primary mission when ready. All missions - now have the ability to accelerate time (fast forward between waypoints) without missing any mission critical inputs or messages. Thanks Sedlo. All missions - datacards use different font/colors for easier reading. All missions - end of mission music added. DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations All missions – Air defense visibility adjusted to get AI SEAD flights attack higher priority targets over Rapiers and AAA DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Updated mission 13 DCS: F-14A Fear the Bones Campaign by Reflected Simulations Su-25T was removed from modules list DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Added campfire to mission 1 to assist in location of enemy training camp P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations ATC frequencies changed and corrected Spitfire IX The Big Show Campaign by Reflected Simulations Complete revamp of the campaign to version 2.0 Every mission uses historical locations now Mission historical inconsistencies fixed Mission timings adjusted based on further research Smoothened triggers More voice overs and sound effects added Reworked kneeboards and briefing visuals Corrected mission timings ATC frequencies changed and corrected yet again. DCS: P-51D Debden Eagles Campaign by Reflected Simulations ATC frequencies changed and corrected yet again. All takeoff sequences were reworked DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations More damage fail safes added to mission 12 Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations ATC frequencies changed and corrected DCS: P-47D Wolfpack Campaign by Reflected Simulations Mission 12 - flight has no bombs - fixed A-10C / A-10C II Basic Flight Training Qualification Campaigns by Maple Flag Missions Corrected CMSP Switch Trigger Test for both A-10C and A-10C II BFT01 missions. DCS: UH-1H Worlds Apart - Spring 2025 Campaign Mission 1 - In some cases, 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 F-10 radio menu. DCS: Raven One Dominant Fury Campaign Mission 2: fixed issue where mission would not progress after reporting seeing the yacht complete mission update to match new radio system F10 radio menu and space bar now can be replaced by HOTAS switches for better immersion added Link4 and ACLS to the carrier Mission 9: fixed issue with Texaco 21 refuelling of Texaco 11 fixed issue with SCUDs not firing and breaking the mission complete mission update to match new radio system F10 radio menu and space bar now can be replaced by HOTAS switches for better immersion added Link4 and ACLS to the carrier added working TACAN to all flight members F/A-18C Serpent’s Head 2 Campaign by Badger633 Missions 1: Fail on entering display fixed. Missions 3,5, 8 and 10: EZ refuel versions Fords fuel mass reduced F/A-18C Rise of the Persian Lion by Badger633 Mission 6: IR shield removed from enemy Helos. Mission 7: Convoy blocking itself and not moving fixed. Missions 4 to 9 and 13: EZ refuel versions Fords fuel mass reduced. F/A-18C Rise of the Persian Lion 2 by Badger633 Mission 6: F18 not exploding fixed. Mission 4,6,8,9a,9a and 12: EZ refuel versions Fords fuel mass reduced. Mission 12: Bugged moving rectangular zone fixed. Known issues: Propeller and Jet wash effect on nearby vegetation environment was added but not finished yet WIP F-16C - Flight Alignment procedure still requires some tuning, coming in a future update. In-Flight Alignment in pre-GPS era requires additional couple of FIXes in addition to the first two OFLY FIX to calculate the velocity properly. These FIXes can be made in any suitable mode: TPOD, FCR, HUD, OFLY, the only requirement is to keep the aircraft at a straight line between the fixes. Of course, the fixes should be done precisely.
    6 points
  9. Well they all had defined use cases, it's just that some vere very weapon specific (all the ARBCS modes were really for nukes). And when you are mainly dropping dumb bombs, some modes were not really necessary. For low drag bombs, Dive Toss was the way to go - if it worked. For high drag bombs, you are dropping so low that it was easier to just go direct. CBU was a push (remember, you are usually dropping 6 or so of those puppies at a time). Lofting dumb bombs is fun but dumb. You could loft LGBs and use Spike to guide them pretty effectively. We did practice nukes (visual and radar) using LADD and Laydown. And LADD numbers were available as a backup for LGB lofts. So think A-4 with LGBs and you are pretty close. Which isn't a bad thing, considering the A-4 was designed to drop bombs; the F-4 was designed to drop Migs...
    6 points
  10. You should accept @Stackhouse‘s invitation and demonstrate that to them at the DCS Dogfighters server.
    6 points
  11. "Foe" responses don't really happen anymore from what I understand. That's only possible if one side has cracked the other side's transponder/DL tech and has developed systems for that. Almost all IFF is friend or nothing. The real reason for VID is because you don't know if "nothing" is a passenger airliner or an enemy bomber barring some other form of ELINT or SIGINT (or NCTR). In my previous group we started to place 1 or 2 civilian or neutral faction aircraft near or in the AO so that you couldn't know if a negative return was enemy or not. Sometimes I'd even make the neutral faction aircraft actually hostiles that would attack the players. That meant you couldn't trust the IFF to be 100% accurate and had to actually make decisions based on all available information. It took a few missions before people learned what that meant (2 or 3 airliners definitely went down in the Mediterranean ).
    6 points
  12. Tobi is polishing the last few items on the OH-6 while I'm finishing the assets. Nothing really worth showing at the moment but we're almost there
    6 points
  13. As the title suggests, we are now in 2024 and the JF-17 is still one of the best modules in DCS. I recently started flying the JF-17 regularly in PvP again and it's just wonderful - still just wonderful. The flight model, the radar...everything. It's still just fun. So if you're still thinking about purchasing the JF-17...do it! You will not regret it. Yes, there are still bugs...there are some issues, but...but in my opinion there is nothing that is "game breaking" and the module is complete and out of EA. Also, and since the J-8 II has already been announced, I will definitely buy it, the JF-17 will continue to receive support, DEKA has done a great job over the years and so we are probably on the safe side here. Awww yes, the Jf-17...the Jefff...I just love that little thing. Thank you DEKA. Looking forward to the J-8 II!
    5 points
  14. That setting could be scraped altogether in DCS, for the sake of also easing and simplifying development.
    5 points
  15. Which portions of the patch notes are those?
    5 points
  16. As of last patch, paddle or no paddle was largely irrelevant. The fight is a slighty closer without the paddle (and by slightly closer I mean the difference between a complete rout and marginally closer fight. The difference would come out most at high altitude but the inability of the 16 to close down it's turning radius quickly below transonic/supersonic works against it. Funny enough if the viper can get the hornet on it's 6 and extend to the transonic regime where both aircraft are going transonic/supersonic then quickly close down it's turning radius the opposite is true (works best in a descent), if a non-paddling hornet is not very, very careful to arrest their speed before getting to turn circle entry they will overshoot as the aoa limiter in the transonic regime is very aggressive on the hornet and if they commit to a nose low entry and don't arrest their speed they'll overshoot by many thousands of feet and without that extra G to arrest airspeed there won't be much they can do. So that is a bit of a nuance to the fight. Once you bring in useful fuel loads/weapons loads and no paddles then the viper begins to shine and the fights play out similarly to common real world testimony that real world pilots typically reflect on. But in competitive configs where the jets are clean & fuel is balanced for time? No, it generally has no shot. And it lines up quite nicely with the publically available data on the 16. The no-paddle 18 matchup against the 16 might change with this latest patch given the g-model changes. But on the competitive side, you're never going to run into a virtual 18 pilot that is not going to paddle.
    5 points
  17. please do not gate keep, people are welcome to discuss their ideas, its ok not to agree, its ok to share your wishes, just be nice to each other thanks
    5 points
  18. You’re wasting your time. Nothing has been said here that hasn’t been said already. If you put this effort into learning AAR you’d be able to do it by now.
    5 points
  19. To be fair @BIGNEWY @plaiskool is one of the few people who have mastered BFM. When it comes to competitive BFM on DCS he is one of the highest ranked competitors that there have ever been. DCS itself is a small community but the competitive BFM community within DCS is even smaller so everyone worth their salt kind of knows each other. There are definitely certain aspects that the pilot can influence but past a certain skill level (including the one that PS is within) the differences between pilot capabilities are so marginal that aircraft performance differences make up a far greater differential than will meaningfully come out between different pilots alone. For example if I fought Plaiskool 18 v 18 it would be good competitive fights nearly every merge. If he took an 18 and I took a 16 it would be an absolute route, I'd have literally no chance in the typical competitive BFM configurations. Maybe I'd win 1 out of 35 or 40 merges at best. With that said I'm sure there are individuals who may read this at some point and think 'who is this guy he's full of crap!' and I respect that worldview. For any F16 lovers out there who believe I am full of it I welcome any challenge from any individuals to prove that the F16 is a formidable aircraft in a competitive 1v1 guns only merge. You can find us at: Discord.gg/Dogfighters
    5 points
  20. Any video with aerial refueling, e.g. in the next Episod V or VI? I'm actually ready !
    4 points
  21. I've been thinking how one could improve the current mess with "automatic control assignments", those that appear on their own as soon as you install your new module. Currently, if you have multiple controllers (which most of us have), you get double-triple-quadruple assignments, for example for axes, POV hats etc. People keep coming to the forums and ask about strange "spikes" in an axis and are routinely advised to check for double bindings. Again and again... It occurred to me this problem can be (I think) solved relatively easily, i.e. using the current GUI. So, we have this drop-down list at the top left corner in the "Controls" window. You select the module there, but also there's at least one "generic" item on that list, called "UI Layer". Good! Create a new "generic" one, called "Default Bindings" (or "Defaults" or whatever). In it, create entries such as "Roll", "Pitch", "Yaw", "Thrust", "Thrust Engine 1", "Throttle", "RPM Lever", "Toe Brake Left", "Collective" etc. (that's for axes) and some, just a handful, of generic buttons, such as "Trigger", "Weapon release", standard view commands, such as "Zoom in slow", "Cockpit camera - move up" etc. Not too many of them, because aircaft are often very different (think of the Viggen ) and many buttons/switches in the cockpit are aircraft specific, relevant to only a particular platform. The other reason for staying succint with buttons is that if you create 5,000 default bindings, people will kill themselves with their own fist trying to find what they need Many is good, too many is bad *) The users can assign their PREFERRED assignments in the "Default Bindings", including "Axis Tune" for axes. Now, whenever a new module is installed, DCS is trying to match the control assigments in the new module to the list in the "Default Bindings". If a module does have a binding called "Roll" or "Trigger" (etc.), DCS takes the assigment with the same name from "Default Bindings" and just copies it into the respective binding in the module (together with "Axis Tune", if it's an axis). If not - no match - nothing happens, and DCS does NOT assign anything to that particular binding. Of course the hardest part of the job would be to name the default bindings wisely, no typos, no wild white space, consistent lower-/uppercase usage etc. Some premeditation would be neccessary here. For example, if we agree that the axis for pedals is called just "Yaw" (instead of "Rudder Pedals" etc.), then OK, let it be "Yaw", but just STICK to it. If we agree we want "Master Arm ARM", don't fool around with "Master arm: arm", "Master ARM - Arm", "Master Arm - ON" and all sorts of such foolishness. Stay consistent, disciplined. *) Well, maybe you could have quite a lot of default button assigments provided that "Categories" would be defined. Just as in aircraft modules - you have "Control Stick", "Weapon System", "Navigation" etc. These categories would be IGNORED when looking for matches between "Default Bindings" and the module - match by assignment name only, ignore category. The Categories would be there only to help the user browse through Default Bindings. PS. Actually, DCS is doing a similar job already when making those "automatic initial assigments", it runs through the assigment list and tries to assign whatever it can. It's just it works bad I think it's quite an elaborate algorithm, it seems DCS "knows" some typical controllers and if finds a match, it assigns axes and buttons quite properly (although it repeats the process for other controllers, thus creating multiple conflicting bindings), but when it finds an unknown controller (e.g. a DIY button box), it assigns things top-bottom: Axis X will be "Roll", Axis Y will be "Pitch" etc. (and a button box with a potentiometer or two is NOT a joystick, you don't roll the aircraft by turning a small knob on a button box - try it, it's a bit hard to fly like this ). Why it's not a good idea in the first place? First of all, keeping up to date with controllers currently available on the market is a lost battle, a never-ending pursuit, which is not even done because "the teams are busy" etc. Secondly, the current algorithm just fails miserably. My proposal is EASIER and once a user makes assignments in the "Default Bindings", he/she will be happy as all newer modules will get populated with THEIR standard assignments. Users know better what gear they've got and what curvatures etc. they like - better than even the smartests algorithm (and the currently implemented isn't the smartest). Throw away the algorithm, let people define their defaults.
    4 points
  22. These are a vitally needed difficulty option. Although everyone else here might be a real true ace pilot naval aviator blocked from becoming the next Maverick only by, you know, not actually flying anything, I am not skilled enough, or patient enough, to take on air to air refueling without blowing the tanker out of the sky. Perhaps it's sad that I didn't buy DCS to learn this skill, but it's an area I would like some assistance with until I'm able to take it myself. I would say that it's a vital frustration reduction setting that is directly linked to my credit card and my ability to pry it from my wallet in the future. This was an option in the old days of LOMAC, it should be an option now. Maybe it could be squeezed in right next to the ability to take no damage, or have unlimited weapons, or jump between the front and back seat of an F-14 in mid flight instantly, or any of those other horrible realism breaking options.
    4 points
  23. Hey Andyo, the Bay Class is part of my big deck plans. I have the model. Sorry guys I haven't released the Iranian Frigate. Ran into some technical difficulties. I was told when I worked in IT to never spend more than 15 minutes trying to solve a problem. Move on and come back to it. However, I always try my best to resolve issues and sometimes that turns into days. When all else fails I ask for assistance and there are not many I can ask when it comes 3d model AI Ship problems. Opinion. What do you guys think? Do you think it's too much grunge and rust? I'm trying to give the Comandanti the weathered look. I don't want to overdo it. That's what's so great about Substance Painter. You can create any effect you want. The waterline and hull numbers were painted on using the Projection feature. This is just practice. I sampled the texture of the real ship photo below but when I exported the texture it appeared close to white. Did you all know the US Navy used to have a White ship? USS Coronado AFG-11. I think it was painted white because of the extreme heat in the Arabian Gulf. It was stationed in Bahrain. Later it was painted Haze Grey and changed to LPD-11. The photo below was taken in 1981.
    4 points
  24. I agree. I think this scheme just causes problems in general. Apache is not the only machine where it doesn't work. Another is the Hornet, for example, which has a recurring problem with low engine thrust in this mode. I think the cancellation will benefit everyone. For one thing, the developers will have less work to do and for another, the game will be more accessible. Because in my opinion the main problem is not realism. I think the best way to make the game more accessible is to completely rebuild the basic training missions for the SU-25T. Furthermore, these missions should not only include how to operate the machine, but should teach the basics of flying. This is particularly lacking in DCS:W. Probably not a problem for many veterans since we already played IL2, Rise of Flight, FSX, LoMAC twenty years ago. But newcomers to the genre have a hard time in my opinion.
    4 points
  25. Although instruction is great, a PC game cannot literally take your hand and teach you a physical skill. I can imagine if someone who had learned AAR literally took your hand and demonstrated the control inputs to you that would be a big help. IRL that’s done with dual instruction aircraft controls. But such things just are not feasible here. So for the most part you are on your own to teach yourself. I find AAR akin to riding a bicycle using only your vision as feedback. Did someone teach you to ride a bicycle or did you learn to ride one. If you think about it you learned it through practice. There’s not another way.
    4 points
  26. great to hear and thanks. Yes I have been tidying up the threads and merging.
    4 points
  27. That's not actually what they've said, no. You even quoted it yourself so you should know what they said. You know what else they said? That this is the wishlist forum and if you don't like an idea, you don't need to post… Can you instead try to actually make an argument for or against the ideas being posted? If it's so well-worn a topic, you should have some pretty solid ones to offer, right? You realise that this is the best argument in favour of creating teaching aids, right? You're describing the most detrimental and backwards learning environment possible, and asking the OP to just accept this horrible state of affairs as the only way it ever could be… for no clear reason.
    4 points
  28. Like many other players of DCS; I found learning to AAR in my F-18 extremely difficult. Everyone told me it was hard to do, the most difficult thing in DCS and that ‘coloured’ my attitude to learning to do it. I found it all too easy to just give up, justifying my failure with the excuse that every one says it is very hard to do. It was not until I actually decided, in my own mind, ‘Damn it… I’m going to master it regardless of what others say’ that I started to make progress. It took me a little over a week of concentrated effort but thereafter I seem to have ‘cracked it’. I made a youtube video of my first full up take of fuel in AAR. Bear in mind, two weeks before making the video I could NOT even connect to the basket!!! Some things that helped me may help you too… 1. Review your control curves - You need very fine control of pitch, roll and throttle. 2.Take your time; until you get good. 3. As you approach to connect you should be within 1 or 2 knots of Tankers IAS and you shouldn’t be changing your IAS by more than 1 or 2 knots to stay connected. 4. Don’t get into PIO by overdoing pitch control. Often you are moving your Velocity Vector NO MORE than the thickness of the line that represents your wings on the Velocity Vector. 5. Think more in terms of applying pressure to your control stick in the required direction to make corrections in pitch and roll needed, rather than actually ‘moving’ your control stick. Adjustments in pitch, roll and power are usually TINY! Had there been an AAR ‘easy mode’ I’m sure I would never have put in the effort to learn how to do it. I assure you, if I can do it, anyone can. But, it does require some time and effort. Shortly after making the video (above) - I thought I’d see if I could also do this at night! I was pleasantly surprised that, with the skills just acquired, it was really no more difficult. Here’s the proof… Hope the above may be of help to someone at least
    4 points
  29. We are always happy to look at track replays and if anyone has any evidence something is wrong we will always take a look at it. With that said I would suggest waiting for the next patch planned for today, G changes have been made, it will be important to warm up for high G to get the most out of it, so bear that in mind. 4 to 5 G for 90 degrees and then 4 to 5 G for 90 degrees in the other direction, if this is done blackout takes a lot longer, I think most will find this helpful. thank you
    4 points
  30. Damnit. Thanks Neo. re-re-uploaded with the missing muzzle flashes textures. 3rd time the charm... https://drive.google.com/file/d/1crksSa2PxmHYGgDRGGs3QbJiN2zms1Ck/view?usp=sharing The uparmored version isn't ready yet, I forgot to remove it from the shapes folder.
    4 points
  31. Hi, New release version 1.2.7 https://github.com/sedenion/OpenModMan/releases/tag/1.2.7 Change logs: Fix downloaded large files not properly recognized as zip file Removed deprecated configuration migration routines
    4 points
  32. I don’t mean to be combative in asking this. Just trying to understand the issue. Which campaign? As far as I’ve experienced AAR isn’t required for the campaigns in this game. In fact what you experience after putting in all the work to learn this is you hardly get to do it. Every campaign I’ve tried has some sort of workaround. The only campaign I’ve played that flat out required it was the A-10 Qualification Course where that’s the goal. There already is one. Select unlimited fuel. I originally learned AAR in order to get through a campaign. What better reason do you need?
    4 points
  33. Aaaand it's out! Just make sure you update your DCS to the latest version, and you'll have The Big Show 2.0
    3 points
  34. If 33% is not enough to warrant support of a feature, then what does that say about something that supposedly only has 10% support? From Sharpe's logic, AAR assist has around 3 times the support of MP and should take higher priority than it. If an AAR assist isn't worth developer effort, presumably MP is even an even bigger waste of resources. On the other hand if MP is fine, then AAR assist has more than enough support to warrant ED's resources. There's nothing to grasp for here.
    3 points
  35. It'll take you less time to "just do it", compared to waiting for the features you want. [emoji2373] Sent from my SM-A536B using Tapatalk
    3 points
  36. Would you be willing to add me on discord and demonstrate?
    3 points
  37. oh groan, not this again, 5 pages of it. Please ED we do not need the sim dumbing down for people who cant be bothered to put the time in. The sense of satisfaction in A/A refuelling is worth the time and practice, what satisfaction are you going to get by achieving it with 'make it so easy that I can do it first time = 1', none that's how much, why bother with DCS at all? The F5 hasn't got a velocity vector in the HUD and I can't fly a decent circuit unless I put hours of practice in, can you make it easier for me? you see how ridiculous it's going to get if everything has to have a 'can't be bothered' setting?
    3 points
  38. Uhm... I just want to point out that in this case you don't really need any helpers - this is exactly what you need do to get the thing cracked yourself. The only, really only trick is to do it with the right schedule: every day, no days off (if only possible), 30 minutes or so at a time - only to the point when you get frustrated enough, not a minute longer. Getting beyond that point is totally fruitless, there's no reward for torturing oneself, cerebellum needs certain time to make new connections, if it didn't, it would be cancer. Then come here and bring the issue up, no problem as far as I'm concerned. And then just forget about AAR for a day. Just don't try the typical "time compression" (e.g. single day for 10 hours and I'll get there, I don't need days etc.), everyone thinks they're gonna trick the system (I thought that, too) and that is guaranteed not to work. After a few days or 2 weeks at the longest, you won't write anything more here. Don't ask me how I know. Yeah, I know you think I'm being "oh so funny", but I'm not, talk to TonyRS about it (his post with fantastic videos is above). EDIT: Oh, heck, Aernov beat me to it!
    3 points
  39. In addition to WAS’ing the gun, make sure your HMD is the active Sight.
    3 points
  40. That's what you usually get for asking to make a simulation game more accessible to newbies, so they could skip the suffering the old-timers had to endure
    3 points
  41. И первая миссия, созданная нами для нашего сервера - "Обмен любезностями". Миссия является собирательной в плане целей и задач и не претендует на историческую достоверность. Цель миссии для сторон - "закрыть" за 5 часов игрового времени (с 11:50 до 16:50) как можно больше задач. У каждой стороны есть 10 задач, которые необходимо выполнить и получить за это очки для стороны. В конце миссии производится подсчет очков и выявляется победившая сторона. ЗАДАЧИ ДЛЯ СОЮЗНИКОВ: 1. Сбейте разведчик, который ведет фоторазведку в районе западнее Стони-Кросс. Высота его полета примерно 7-7,5 км. 2. Уничтожьте немецкую подводную лодку, которая из-за повреждений потеряла ход и вынуждена была всплыть на поверхность (WA75.1). Также уничтожьте торпедный катер и катеры обеспечения. 3. Атакуйте военный порт Шербур: уничтожьте 9 топливных цистерн (желтые) и 3 цистерны с маслом (синие) на жд-станции Шербура, поразите топливные резервуары (не все резервуары в порту заполнены, поэтому ударить следует по отмеченным на данных аэрофоторазведки). 4. Отразите 4 налета бомбардировщиков Ju-88 на Портсмут. По данным разведки, немцы собираются устроить авианалет на портовые сооружения города Портсмут. Каждые 60 минут начиная с 12:07 из района Байе на Портсмут на высоте около 24000 фут. будут отправлены 4 группы по 4 самолета Ju-88. Ожидаемое время нанесения удара от появления над Байе - 20-24 мин. Маршрут бомбардировщиков помечен синим пунктиром. 5. Обеспечьте прикрытие 4 звеньям бомбардировщиков А-20, атакующих Дьеп Мы собираемся устроить авианалет на порт Дьеп. Каждые 60 минут начиная с 12:14 из района Фристона на Дьеп на высоте около 24000 фут. будут отправлены 4 группы по 4 самолета А-20. Обеспечьте их прикрытие. Ожидаемое время нанесения удара от появления над Фристоном - 16-20 минут. Маршрут бомбардировщиков помечен красным пунктиром. 6. Сбросьте 2 речные мины в устье Сены (кв. CQ07.8-9) в обозначенном красным районе. Роль речных мин играют бомбы Mk.II - 500 фунт. бомба тип МС. 7. Сбейте самолет Ju-88, сбрасывающий мины в устье Темзы. Высота его полета - 1200 м. Прикрыт парой Bf.109. 8. Уничтожьте жд-состав, следующий из Амьенуа в Сен-Валери-ан-Ко (маршрут помечен белым пунктиром). Отправление: 11:40 Прибытие: 16:48 9. Уничтожьте 18 топливных резервуаров в районе порта города Булонь-Сюр-Мер (CS91.9). 10. Уничтожьте жд-состав, следующий из Амьенуа в Ле Туке (маршрут помечен белым пунктиром). Отправление: 12:15 Прибытие: 17:34 ЗАДАЧИ ДЛЯ ОСИ: 1. Найдите и уничтожьте британскую подводную лодку, которая получила повреждения в ходе боя, потеряла ход и вынуждена находиться в надводном положении. Лодку видели в районе между двумя островами, что находятся в кв. WV37 и WV65. Точное местоположение ее не известно. 2. Сбейте разведчик, который ведет фоторазведку в районе южнее Сен-Корнье-Де-Ланд. Высота его полета примерно 7-7,5 км. 3. Уничтожьте жд-состав, следующий из Лондона в Литтлгемптон (маршрут помечен белым пунктиром). Отправление: 11:43 Прибытие: 17:01 4. Сопроводите 4 налета бомбардировщиков Ju-88 на Портсмут. Мы собираемся устроить авианалет на портовые сооружения города Портсмут. Каждые 60 минут начиная с 12:07 из района Байе на Портсмут на высоте около 7500 м. будут отправлены 4 группы по 4 самолета Ju-88. Маршрут бомбардировщиков помечен синим пунктиром. 5. Уничтожьте жд-состав, следующий из Лондона в Гастингс (маршрут помечен белым пунктиром). Отправление: 12:10 Прибытие: 16:42 6. Уничтожьте жд-мосты в Ашфорде. Уничтожьте 2 из 4-х жд-мостов в городе Ашфорд. Необходимо минимум по одному мосту на каждом жд-пути. 7. На аэродроме Лимпин повредите либо уничтожьте: а) пять P-51 на стоянке самолетов; б) три А-20, стоящие в больших ангарах; в) топливохранилище аэродрома (6 резервуаров). 8. Уничтожьте жд-состав, следующий из Гиллингема в Дувр (маршрут помечен белым пунктиром). Отправление: 11:37 Прибытие: 16:45 9. Атакуйте порт Дувра и уничтожьте: а) 10 топливных резервуаров в южной части порта; б) 9 топливных резервуаров в центральной части порта; в) 9 топливных резервуаров в северной части порта; г) 10 цистерн с топливом (желтые) и 3 цистерны с маслом (синие) в жд-составе. 10. Отразите 4 налета бомбардировщиков А-20 По данным разведки англичане собираются устроить авианалет на порт Дьеп. Каждые 60 минут начиная с 12:14 из района Фристона на Дьеп на высоте около 7500 м. будут отправлены 4 группы по 4 самолета А-20. Маршрут бомбардировщиков помечен красным пунктиром.
    3 points
  42. Everybody starts somewhere. I got my first tracking device after 1-2 years of flying. Joy hat was definitely not for trimming those days
    3 points
  43. TBH, I have never had Jester go STT uncommanded. Anytime I want an STT I have to ask specifically for it via the Jester menu. Seems most peculiar.
    3 points
  44. oops, made a mistake while renaming one of the texture folder. it should be "hmmwv_prop" and not "hmmvw_prop" I've updated the download link with the fix
    3 points
  45. 3 points
  46. I was debating back and forth with myself as to whether I should follow my own advice and not try some kind of cute setup, but I was too slow to edit it out. Sorry about that. I'll just not be coy or vague about this: the switch between flight models I'm asking about is already possible. You can already grab control of and jump into an AI aircraft, flipping it from AI to player flight model, and then jump out of it and flip it right back. The only issue with that is almost completely separate: taking control over AI aircraft make them abandon their flight plan, so the coding needed would be to either just continue what they were doing before the player intruded (which arguably is a needed fix anyway), or — in this case — be context sensitive enough to figure “oh, I'm being activated in a refuelling scenario, so let's refuel from this tanker right in front of me”. Remembering what waypoint they were on, or doing a specific in-flight task when called upon through some UI mean that explicitly says “do this task” shouldn't be a huge coding hurdle. It's a contextual auto-generated pushTask for one of the most trivial tasks in the game. e: In fact, it was brought up earlier, and if we're going for a full-on self-flying scenario, I'm not sure any flight modelling at all is even needed. It's already possible to snap the player in place relative to a moving unit. An extreme case would be to apply that existing functionality to the appropriate position relative to the tanker. Whether you'd want to go that far is of course entirely up for debate. It certainly risks looking ugly. Yes we can. That was the bit I was alluding to, but rather than be constructive about it, I tried to be cute instead. Again, sorry to Grodin for that one. I'm playing semantics to show what a non-argument “not needed” is unless it's padded out with a whole lot more context. Is it not needed because the function already exists? Is it not needed because it's outside the scope of what the game is trying to do? Those are really the only two options and neither applies in this case. Simplified AAR is needed because it is fully in line with the stated goal of the game “to hand hold users from novice pilot all the way to the most advanced and sophisticated operator”. If “both hardcore realistic and casual gameplay modes and options” are to be available as key features, why should AAR of all things be excluded from that? Simplified AAR is needed because it provides those who don't know how to AAR a means to still take part in missions where AAR is needed. Consequently, it removes a hurdle for mission makers in that they have to either make special considerations for those who can't, or limit their audience — i.e. it allows for more content for everyone. Depending on how it's done, it also provides a better learning environment for those who don't know yet, and for the mission makers who want to create those teaching scenarios. It provides a lot of things to a lot of people. To almost everyone, in fact. Simplified AAR is needed exactly because it can avoid creating the kind of negative learning that self-guided practice invariable creates. Again, if implemented sensibly, it would create an environment where common mistakes can be pointed out and not made by the learner to begin with. It cannot be circumvented by unlimited fuel — in fact, unlimited fuel does the exact opposite. There is nothing to suggest that it requires much in the way of complex programming. And even if it did, that doesn't mean it's not needed for a myriad of other reasons.
    3 points
  47. I think people that don't like playing simulations shouldn't be playing simulations.
    3 points
  48. Indeed. What I find so discouraging is the fact that all it takes to fix this one issue would be for ORT to open the mission file inside the miz, look for the keyword 'bullseye', and replace the four lines there with ["bullseye"] = { ["y"] = 0, ["x"] = 0, }, -- end of ["bullseye"] do it once each for red, neutral and blue. That's it! The fact that ORT decided not to make such a minuscule fix available for their customers casts a bit of a shadow on their customer relationship prowess. Let's hope that some time soon all this can be happily forgotten.
    3 points
  49. Excuse me but, what? So setting yourself to be invulnerable with unlimited fuel and ammo is for debugging/training/practice/having fun, but making air to air refueling easier completely obliterates the point of the sim? Could it be that making air to air refueling less difficult could also be for debugging/training/practice/having fun? Maybe I have a full time job that can keep me at work 80 hours on a bad week and I want to come home and fly a mission without finding out AAR is part of it and it's going to make me angry or frustrated? Because it has annoyed me again, and I will consider ED's response before purchasing products from them in the future. I'm thinking more like two different systems. For probe and drogue, a difficulty option to make the contact area of the drogue larger, 2x, 4x, 6x, 8x, 12x, 16x, etc. If you "miss" the basket, you should get a grade like "Missed: Low Left" or "Missed: High Right" to tell you how you goofed up, and the basket will be guided onto your probe similar to how aircraft that connect to catapults misaligned are magically guided into alignment before launch. A little nudge to put things into place. You'll have to hold formation to keep taking fuel from that point. For boom and receptacle type, options like "Realistic", "Hard", "Medium", "Easy", "Arcade". At the "Realistic" setting, it works how it works now. At "Arcade", when you get cleared for contact from pre-contact, the AI will temporarily take control of your jet, fly to contact, and take fuel. When tanks are full, the AI will release control, and you'll have to get out of the contact position and move on with the flight. "Easy", "Medium", and "Hard" options would guide the player aircraft into position similar to how misaligned aircraft are handled on catapults, although with less and less force at each setting. You are in control, but if you're drifting too low you'll get a "push" up to help you stay in position, or if you're going too slow a little "push" foreword to keep you on the probe. Edit: Of course both of these would be options the server or mission creator could "enforce" a maximum value for. If they decide that a basket 2x larger is plenty help, Realistic is easy enough to fill up an F-16, then that's all you can get. If they leave it wide open, then you can have yours set for full real, while a less skilled pilot flying with you can have some frustration free fun by getting to have a larger basket or a helping hand nudge him into position.
    3 points
  50. This is a very well structured survey. Although I am not Polish, I was intrigued by its results. I did however found a very important relevant question missing: How long were you involved with DCS This question was essential to correlate the depth of involvement with the sim with the answers in a meta analysis fashion. It is nonetheless a huge undertaking and I am sure it will benefit somebody. Thanks for sharing!
    3 points
  • Recently Browsing   0 members

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