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  1. In develop pics.... new WW2 AI units. Some detail... Marianas WWII A substantial amount of work is also being made to the free DCS: Marianas WWII map. In addition, an array of other US Navy and Imperial Japanese surface warfare vessels and ground units are in progress too. Stay tuned for more details coming soon!
    19 points
  2. DCS 2.9.4.53627 Hot fix DCS World Error in wMessage::buildSpeech() ("F-15E - Communication issues with high-digit call signs, support high digits callsigns) GUI Error when trying to change frequency in the generated mission DCS: F-16C Viper by Eagle Dynamics INS loses data if engine shuts down and EPU is triggered laser code set in ME not working Tuning the IFA alignment - IFA with GPS velocity update fix
    16 points
  3. Dear friends and pilots. We apologize for the long update, but rest assured that we are working on improving our module (it was our mistake to make the update so big). We are currently finalizing some scenes after our internal testing, fixing some internal bugs, and preparing the module for an update. As planned, new airfields were added as announced in the road map. More than 90 new unique and historical buildings + some additional objects that we didn’t plan: an oil platform, new yachts, air balloon and etc... Added unique hangars for the F35 at the Nevatim airfield, as well as parking for them. Improved scenes of Cairo, Alexandria, Eilat and Jerusalem. Thank you for your patience and attention. I am attaching screenshots of the new update.
    14 points
  4. 12 April 2024 Dear Fighter Pilots, Partners and Friends, The latest DCS 2.9.4.53627 version has been released and we encourage you to update your build to enjoy the enhancements and bug fixes! A cool new visual addition is the introduction of physics-based visual blast effects on ground units and vegetation. Voice chat enhancements include separate input layers for each Flaming Cliffs 3 aircraft and a Forced PTT mode for intercom use. Improvements were made to a wide array of game elements such as weapon systems, Mission Editor functionality, and multiplayer. We’re excited to bring you some fresh development screenshots for new DCS World War II aircraft and aircraft carriers. In parallel with the work on the European World War II theater, we are creating an exciting DCS 1944 Pacific Theater of Operations. This will include the Marianas of the era, a large number of new AI aircraft, naval units, and ground units. The new DCS: Mi-24P OUTPOST Campaign by Stone Sky is now available in the latest DCS version. This campaign features 15 gripping missions based on true stories. It includes over 100 maps and briefing pages. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS 2.9.4.53627 Development progress The latest update for DCS brings a wide range of improvements and fixes. Notable additions include the implementation of an explosion overpressure shockwave effect on terrain vegetation and enhancements to voice chat functionality. Updates specific to aircraft modules include adjustments to the G effect timing for the F-16C Viper, embedded INS + GPS logic improvements, and numerous bug fixes for the F-16C, F/A-18C, A-10C II, AH-64D, and others. Other improvements include the radar standby mode for Mirage F1, communications enhancements for C-101 Aviojet, and airspace designation capabilities for JF-17. Please see the full changelog. WWII Pacific Development progress USS Enterprise (CV-6) Aircraft Carrier The big “E” is known as one of the most storied aircraft carriers of World War II. From its distinct structure to its bustling flight deck, we are meticulously crafting every detail to recreate the experience of being aboard this legendary vessel. F6F Hellcat The Hellcat is progressing well with the Flight Model receiving a lot of attention. The external model details are being polished with various liveries being created for the launch. The Hellcat was by far the most successful U.S. Navy fighter type of the Pacific Theatre of Operation with the F6F accounting for 5,163 kills or 56% of all aerial victories recorded by the USN and US Marines in WWII. Its effectiveness was outstanding with an overall 19:1 kill to loss ratio. Marianas WWII A substantial amount of work is also being made to the free DCS: Marianas WWII map. In addition, an array of other US Navy and Imperial Japanese surface warfare vessels and ground units are in progress too. Stay tuned for more details coming soon! Mi-24P Hind OUTPOST Campaign by Stone Sky Prepare for the OUTPOST campaign that places you on the front line of real combat operations from the DCS: Syria’s Arab Republic. In this global geopolitical conflict, Syria stands as a pivotal point for both Russia and the United States. This segment focuses on the DCS: Mi-24P Hind as a guiding participant in the liberation of Syria from terrorist forces between 2012 and 2018. In this campaign you will experience many of the map's prominent landmarks, including Beirut, Damascus, Aleppo, and Palmyra. There are 15 missions based on true stories where you will encounter significant air bases such as Khmeimim, Marj Ruhail, Abu ad Duhur, Mezze, Kuwaires and Tiyas. Also included are custom liveries for the KA-50 3, KC-135, JF-17, Su-27 and Su-33 and over 100 kneeboard pages, charts and maps. Download now! Thank you again for your passion and support, Yours sincerely,
    12 points
  5. DCS-BO-105 Progress news for April 2024 FM OVERVIEW We are currently in the process of connecting all other instruments to the corresponding bus routes. All instruments will be connected correctly according to the circuit diagram and will react accordingly. This includes power supply, light intensity, magnetic switch behavior and instrument failure. We have also almost finished integrating the drag and wind forces from all external components of the helicopter. The downwash MEDUSA-FM is 50% done as well. Further progress on the flight model is blocked until the altimeter, speed indicator and and compass are done code-wise. FORCES, WIND and DAMAGE Since the MEDUSA system monitors the entire helicopter, all forces such as penetrating wind, stabilizers, OAT (Outside air temperature), damage and blown parts are taken into account. For example, if a rotor blade is broken or missing, the MEDUSA rotor task will take this into account and recalculate the flight behavior. MEDUSA ROTOR SYSTEM The rotor system was implemented accurately. This also includes the rigid rotor head directed 3° forward and ~1.5° forward to the right. Currently we are in the process of aligning the line of sight indicator compass to the magnetic compass. Since the magnetic compass shows the real position of the helicopter, the line of sight compass may differ in certain circumstances. A "+" (plus) or a circle indicator will tell you if you need to adjust the line of sight compass. You will be able to calibrate the disc (indexed rotation of the compass disc) and adjust it to the magnetic compass with a switch. ELECTRIC BUS The electric bus is finished and is just waiting to receive signals from the remaining devices. It's 100% implemented according to the circuit diagram. WEAPON SYSTEM The weapon system is currently in our backlog and will be implemented when the majority of other systems are complete. This is one of the last tasks for MEDUSA. As always, this will be implemented exactly according to the circuit diagram. This includes, but is not limited to: SELF TEST Wire cut cases Power problems The weapon system communicates with the line of sight indicator, YAW control and the current position of the helicopter. YAW CONTROL INSIGHTS When YAW CONT is on and the "SIGHT LINE" ON switch on the collective is pressed/held, the helicopter will always follow the left/right angle of the sight unit (105° left/right). However, the pilot always has control over the helicopter and must ensure that he is always within the line of sight limit (line of sight Indicator Limits -> 3° left/right). If the conditions are not met, the HOT can't be fired. If the HOT is in flight and the pilot deviates from the 3°, the HOT's communication wires are cut. If steering inputs are too hard, the hydraulic system switches from System 1 to System 2 (Displayed on the warning panel). This automatically switches the YAW CONT magnetic switch to OFF. In this mode the helicopter is no longer able to follow the periscope. This entire process is monitored by the MEDUSA HYDRAULIC task and the MEDUSA POWER SUPPLY task.
    10 points
  6. 8 points
  7. Thanks Toan. We have to always adjust to the updates DCS releases. Everyone I have released the Rebel Ship Oscar. Nothing fancy about her. It's a nice size file because of the weapons I added on the topside decks. I probably should have placed tarps on top of them. I don't think any ships would be crazy enough to carry weapons on deck to be seen. Enjoy.
    7 points
  8. Caro Falco, Purtroppo non abbiamo aggiornamenti importanti da condividere sul progetto se non che stiamo continuando a lavorare al codice di tutti i sistemi. Gli asset 3d al momento sono ancora in lavorazione perché abbiamo deciso in maniera drastica di rifarli da capo per essere in linea con il nuovo livello qualitativo di DCS. Mostrare righe di codice non si può, mostrare il funzionamento con degli asset incompleti e che non riteniamo all'altezza neanche visto che in questo mondo si viene giudicati anche per una texture di una vite fuoriposto. Siamo sempre stati trasparenti nel dire "it's done when it's done" con tutti i nostri moduli (DCS e non). Non siamo la migliore delle terze parti per quel che riguarda sviluppo e tempi, lo sappiamo e abbiamo provato anche ad aumentare il numero di sviluppatori con delle chiamate pubbliche a cui nessuno ha risposto...pazienza ci siamo detti, continuiamo a lavorare con le nostre limitate risorse, ma in quanto a trasparenza, contrariamente a quanto dici, non siamo secondi a nessuno. Ci spiace aver perso un Cliente, ogni Cliente è importante e per noi non esistono Clienti di serie A o B, ma questa lamentela la reputo del tutto sterile e superficiale (parere mio personale da Duke, non da IFE) dal momento che non abbiamo mai chiesto un centesimo in anticipo nè per sviluppo nè per EA, anticipando sempre le spese di sviluppo di tasca e togliendo fondi alle nostre famiglie. Detto ciò, sottolineo e ribadisco che spiace sempre perdere un Cliente, spiace meno perderne uno che ha poco rispetto del lavoro altrui. Spero che tu possa trovare soddisfazione con altri moduli e Terze Parti. Cordialità DUKE Inviato dal mio SM-F731B utilizzando Tapatalk
    7 points
  9. Progress news for April 2024 FM OVERVIEW We are currently in the process of connecting all other instruments to the corresponding bus routes. All instruments will be connected correctly according to the circuit diagram and will react accordingly. This includes power supply, light intensity, magnetic switch behavior and instrument failure. We have also almost finished integrating the drag and wind forces from all external components of the helicopter. The downwash MEDUSA-FM is 50% done as well. Further progress on the flight model is blocked until the altimeter, speed indicator and and compass are done code-wise. FORCES, WIND and DAMAGE Since the MEDUSA system monitors the entire helicopter, all forces such as penetrating wind, stabilizers, OAT (Outside air temperature), damage and blown parts are taken into account. For example, if a rotor blade is broken or missing, the MEDUSA rotor task will take this into account and recalculate the flight behavior. MEDUSA ROTOR SYSTEM The rotor system was implemented accurately. This also includes the rigid rotor head directed 3° forward and ~1.5° forward to the right. Currently we are in the process of aligning the line of sight indicator compass to the magnetic compass. Since the magnetic compass shows the real position of the helicopter, the line of sight compass may differ in certain circumstances. A "+" (plus) or a circle indicator will tell you if you need to adjust the line of sight compass. You will be able to calibrate the disc (indexed rotation of the compass disc) and adjust it to the magnetic compass with a switch. ELECTRIC BUS The electric bus is finished and is just waiting to receive signals from the remaining devices. It's 100% implemented according to the circuit diagram. WEAPON SYSTEM The weapon system is currently in our backlog and will be implemented when the majority of other systems are complete. This is one of the last tasks for MEDUSA. As always, this will be implemented exactly according to the circuit diagram. This includes, but is not limited to: - SELF TEST - Wire cut cases - Power problems The weapon system communicates with the line of sight indicator, YAW control and the current position of the helicopter. YAW CONTROL INSIGHTS When YAW CONT is on and the "SIGHT LINE" ON switch on the collective is pressed/held, the helicopter will always follow the left/right angle of the sight unit (105° left/right). However, the pilot always has control over the helicopter and must ensure that he is always within the line of sight limit (line of sight Indicator Limits -> 3° left/right). If the conditions are not met, the HOT can't be fired. If the HOT is in flight and the pilot deviates from the 3°, the HOT's communication wires are cut. If steering inputs are too hard, the hydraulic system switches from System 1 to System 2 (Displayed on the warning panel). This automatically switches the YAW CONT magnetic switch to OFF. In this mode the helicopter is no longer able to follow the periscope. This entire process is monitored by the MEDUSA HYDRAULIC task and the MEDUSA POWER SUPPLY task. Cheers
    6 points
  10. Bo-105 April develop update: https://discord.com/channels/787239191377477632/984055218322960385/1228381680470069289
    5 points
  11. 12 апреля 2024 года Дорогие друзья, Вышло очередное обновление DCS 2.9.4.53549+53627 дающее ряд новых фич и исправляющее ошибки более ранних релизов. В частности, в этой версии добавлен физический расчёт влияния взрывной волны на окружающую растительность и юниты, что выглядит весьма эффектно! Улучшения голосового чата коснулись создания отдельных слоёв команд управления для каждого из самолётов комплекта Горячих Скал. Дополнительно, появилась возможность принудительного удержания микрофона СПУ на передаче. Реализован целый ряд других улучшений в работе систем вооружения, редактора миссий и мультиплеера. Мы рады поделиться с вами свежими скриншотами этапов разработки по самолётам и авианосцам Второй Мировой. Параллельно с созданием европейского театра боевых действий ВМВ, мы создаем тихоокеанский театр DCS 1944 Pacific Theater of Operations, включая Марианские острова и большое количество новых летательных аппаратов, кораблей и наземных юнитов под управлением ИИ. Вышла в свет новая кампания DCS: Ми-24 Форпост от Stone Sky, с полноценной поддержкой русского языка и качественным озвучиванием с участием сообщества Виртуальный Пилот. Это захватывающая история боевого экипажа Ми-24 в Сирийской Арабской Республике на базе реальных событий, в которых теперь сможете оказаться и вы сами. Кампания доступна после обновления до последней версии DCS World. Содержит подробную документацию, карты и многое другое на более чем 100 страницах сопутствующих материалов. Благодарим за энтузиазм и поддержку! Искренне с Вами, Команда Игл Дайнемикс DCS 2.9.4.53549 + .53627 Текущее обновление Крайнее обновление DCS World насыщено многими улучшениями и исправлениями. Самым значимыми из них является моделирование эффекта влияния взрывной волны на окружение, а также новый функционал голосового чата. Целый ряд модулей получил улучшения: настройка эффектов воздействия перегрузки на пилота F-16C, доработка логики комплексной INS + GPS навигации, а также целый ряд исправлений для этого и других модулей, включая F/A-18C, A-10C II, AH-64D. Улучшения коснулись и Mirage F1 на котором реализован дежурный (stand-by) режим для РЛС, улучшенная радиокоммуникация и исправления для C-101 Aviojet, программирование границ воздушных пространств противника, собственной и нейтральной коалиции для модуля JF-17. Полный список изменений доступен по ссылке. WWII Pacific В разработке Авианосец USS Enterprise (CV-6) Авианосец USS CV-6 “Энтерпрайз” является одним из самых известных авианесущих кораблей Второй Мировой. Мы с большим вниманием и во всех деталях воспроизводим этот крупный авианосец той эпохи с тем, чтобы сделать ваши игровые ощущения от нахождения на палубе увлекательными и захватывающими. F6F Hellcat Хорошими темпами идут работы над “Хеллкэтом”. Особое внимание получила работа по доводке летной модели этого незаурядного самолёта. Дорабатывается внешняя модель и уже готов целый ряд исторических ливрей. Хеллкэт по праву считается самым результативным истребителем США на Тихоокеанском ТВД Второй Мировой. На его счету 5 163 сбитых самолёта противника, что составляет 56% от общего числа воздушных побед зарегистрированных американцами по ВМС (USN) и корпусу морской пехоты (US Marines). По современным подсчетам летчики на F6F достигли соотношения побед 19:1. Марианы Второй Мировой Большая работа проделана и по этому островному участку Тихого океана. Параллельно в разработке находятся различные наземные и морские юниты ВМС США и Императорского флота Японии. Следите за дальнейшими новостями по этой интересной теме. Ми-24П Кампания ФОРПОСТ от Stone Sky Кампания DCS: Ми-24 Форпост окунет вас в реальные события, которые развернулись на территории САР в недавнем прошлом. В большом геополитическом конфликте Сирия стала ключевой точкой, как для России, так и для США. События разворачиваются на базе карты DCS: Сирия и охватывают серию боестолкновений с участием вертолётов DCS: Ми-24П при освобождении сирийских провинций от террористических формирований в период с 2012 по 2018 год. Вас ждут 15 боевых вылетов с авиабаз Хмеймим, Мардж Рухайль, Абу ад-Духур, Меззе, Кувейр и Тияс. Заданиями охвачены Бейрут, Дамаск, Алеппо, и Пальмира. Параллельно с вами будут работать Ка-50, Су-27, Су-33, пакистанские JF-17 и КС-135. Более 100 страниц документации и сопутствующего материала на английском и русском языках. Для ознакомления пройдите по ссылке! Искренне с Вами,
    5 points
  12. This. With the monumental amount of effort put in to this module over several years, it seems odd that there isn't an announcement for official release...
    5 points
  13. frankly I am disappointed with many of you in this thread. Please keep to the rules, be nice and treat each other with respect. As for the request, I have already said we have no plans for an easy AAR option, we are planning improvement to basket physics, but that is something for the future. The thread has ran its course so I will close. Thank you
    5 points
  14. The team are planning a large update but you will need to continue to be patient. thank you
    5 points
  15. currently it seems to be impossible to get a radar lock on a jamming target unless you reach burnthrough range (around 27nm) shouldnt it be possible to get a lock but not get range info? after all, the ECM use would increase a contacts RCS. shouldnt we be able to fire missiles with their home on jam capability at the expense of losing their loft mechanics (aim-120)? now even within burnthrough range the amraam doesnt loft - but thats a different topic in the past (about 2-3 updates ago) it was possible to get a lock on something thats jamming, this no longer is the case. is this intended to be that way? Cannot-lock-jamming-tgts.trk
    4 points
  16. That setting could be scraped altogether in DCS, for the sake of also easing and simplifying development. If a person cannot fly a Viper, there is no hope for them. The FBW system in that jet makes it so primitive a chimp could fly it in real life from BLK 25 on. Ditch the simplified model for this bird and save it for something that had analog flight controls.
    4 points
  17. team have reproduced the issue and it has been reported thank you
    4 points
  18. I've update the spawn spot behind the island, Although after looking at the picture I'm unsure if that's a spawn point or parking spot ? I tested the new spawn point and the take off /taxi seems ok. It's still a bit messy for the last few planes but it works. I'll try and clean up the taxi routes /catapult selection soon. I did make a small adjustment to the parking spot behind the island (based on the new spawn point) but I've not tested it yet. Here is the updated runway lua. Just overwrite the current file in the scripts folder ford_RunwaysAndRoutes.lua
    4 points
  19. 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.
    4 points
  20. Hi, I'm wondering if it would be possible, to simulate (depending on aircraft) the sensation of individual controls sluggishness? In essence, it is a known fact, that with complex machines (often hand built), there are peculiarities in how each bort operates. Those can be differences in controls (uneven axis on collective/cyclic), where increments are not linear, one might shake more than another under given conditions, differences in neutral trim might occur, etc... This is an interesting spect, because pilots, often, have to get a feel for the aircraft that they are flying in the first stages of the flight (get accustomed to its peculiarities if you will). It gives a logical reason for wanting to do the required procedures associated with the airframe, and also shows, that the world isn't purely black/white. A pilot might have a better or worse airframe to his liking. This would really add another soul to DCS overall, where simply no other simulator models this. A possible way to do it, would be to have e.g. 20-50 different bort-layers, where each one would have their own peculiarities as mentioned above. A pilot, upon entering an airframe, would have a randomly selected layer (one of the reasons to have quite a few layers, is to avoid predictability/monotony), thus allowing for even a more immersive and realistic experience in aircraft simulation. The difference between the layers, could be not only in terms of controls' response and uniformity across their axis of movement, but also in the whole module: - Nominal engine temperatures (some running colder, some hotter - even individual differences between two engines on one aircraft) - Temperatures of oil/gearbox/etc... - Peculiarities regarding e.g. radar altimeters - HUD refreshrates and color/intensity (we all know they diminish/water down over time) - Taxi light intensity (search-light, or others) - Gauges reacting slower/faster to changes in parameters, including different imprecision-level in gauges - Delay/latency in component-reaction time (faster/slower ABRIS/MFCD, certain systems that might have a digital processor (and corresponding software) associated with them) - +++ Just as with any feature, I imagine there to be someone who dislikes it, thus having this as a selectable option (on/off), would likely make it just (at least in early implementation). Possibly, have it in the specific module settings, such that the feature can be tested before eventually wider implementation. I really hope that this gets looked at, as one of the reasons why simulators often feel isolated in nature, is that everything is ideal/perfect. We all know that IRL, this is not the case, whether it would be a car, ship, train or aircraft.
    3 points
  21. Hey HawaiianRyan. It is now. I forgot to publish the website update. Thanks. Hey Tripod. The Icebreaker is a WIP. The textures need to be overhauled.
    3 points
  22. well well well, we got some Hellcat news! and photos. Directly from the official DCS instagram account
    3 points
  23. Good Morning and Good afternoon everyone. I have released LPD Foudre version 1.0.3 hull update. I will send the Iranian Frigate out for testing today. Hoping to release her tomorrow. Thank you all for your patience.
    3 points
  24. The Unimogs are here! The first post has the goods! @CarloVecchi If I remember correctly, there is at least one of these in the other packs. I know this site, and have a lot oi the models, not done. A MASSIVE collection indeed!
    3 points
  25. Hi, there is a bug reported that will be fixed in a future patch. Only work around currently is to repeat the boresight for the same station, this sometimes works. thank you
    3 points
  26. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.4.53627/ DCS World Error in wMessage::buildSpeech() ("F-15E - Communication issues with high-digit call signs, support high digits callsigns) GUI Error when trying to change frequency in the generated mission DCS: F-16C Viper by Eagle Dynamics INS loses data if engine shuts down and EPU is triggered laser code set in ME not working Tuning the IFA alignment - IFA with GPS velocity update fix hot fix will be live soon
    3 points
  27. I think that one's been around for a while: In cold start missions, Jester does not complete his startup sequence. He forgets the following things: - Arm ejection seat - uncage standby attitude indicator - turn on servopneumatic altimeter. I think this should not be too complicated to fix, but it would be much appreciated since it's quite annoying to switch to the back seat and have to do this stuff.
    3 points
  28. You're just trolling now. Jester acts like a real RIO, he operates his cockpit, talks to us and reacts to our requests or on his own, he can get incapacitated or killed. He's even specifically given a personality. So yes, he does need to operate these switches, because he's a simulated person, a RIO, in DCS.
    3 points
  29. Guys, this is not helpful. One this is the Spitfire section, Two, you are showing examples like the Su-27 one above that is flying well over G limits. You still need to fly the aircraft within the limits of the aircraft... within reason of course. I mean the F-86 example above is just off the wall. So please, make reports in the section they belong in and make sure you are flying within realistic limitations of the pilot and aircraft you are reporting on. Thanks.
    3 points
  30. Fatigue is currently built into the model, so you should see less resistance to Gs as you continue on. I clearly show in my video above that there is in the Spitfire. I am not saying it's impossible that there are not issues elsewhere BUT this is the Spitfire section and you should include tracks as well. Thanks. Also in the examples above I did look at you are pulling well over the restricted G limits, so you need to understand that the G warm-up isn't so you can pull more Gs than allowed but rather that you can get up to the max G a pilot could pull. If you are blacking out you are pushing too hard, so much so that your pilot is immediately incapacitated.
    3 points
  31. The purpose of AAR aids has been explained extensively. So your purposeless examples (which, again, the game can already provide) are not analogous to the purposeful addition of AAR helpers (which the game currently can't do). Then don't bring need up as an argument. If “need” was somehow a determining factor in what should be done to DCS, then nothing would ever be added. Or changed. Or fixed. It's a vapid argument. Argument from incredulity, huh? No, it was a real one. You see, real simulators come in a whole assortment of classes for different purposes and with different demands on fidelity, and they can all be set up to make the pilot experience situations of higher or lower difficulty. That's kind of the point of having them. It certainly changes the way you bomb when you can just dump 15× the number of bombs to get your hit in, as opposed to only getting one chance per pass… Unlimited fuel, on the other hand, doesn't change how you AAR other than to potentially make it impossible. Again, that's just an argument from incredulity. Meanwhile, we know for a fact that being shown things helps. Being able to break a task down into smaller bits helps. Being able to gradually increase difficulty helps. Negative training happens even more when you try to learn on your own without guidance. These are not beliefs. As for the F-5, yes, its early state made you doubt whether it had rubber on its wheels or something far more fruity. It was quite fun, in it own way. There's very little so suggest that this is the case. And even if it were, again, we're talking about functionality that is fully in line with what the game is supposed to provide. If it takes time, so what? It's time spent on making the game do what it's supposed to.
    3 points
  32. OK, add AAR assist after these features. This will be never, so I'm fine with that. The problem is that the feature proposed is quite complex, so it will definitely take time from something else. >Also what if a large portion of people disagree with you? Does that mean your desired features should be barred from the game? Most people disagree with you, though. I care more about making an argument from first principles then how many people agree either way. >I think it's fine to give your opinion, but if someone else says that their ways work better for them, well people generally know themselves better than strangers. They don't know what works for them. It is clear that they gave up on learning AAR too early, and cope by imagining some feature that will make it all better, but people who learned AAR have more authority to say that such feature will harm learning more than help. You just refuse this opinion because you don't like it.
    3 points
  33. 3 points
  34. A quick screen grab from my latest flight.
    3 points
  35. What else should ED devote dev time to? A bombing aid where physics change, and some partial autopilot takes control of your plane to hit the target? A dogfighting aid where the bullets magically hit the target? And should there be 3 or 4 stages where you can gradually turn this stuff off? This is ridiculous to expect from a simulator. While it is true that DCS could use more detailed training missions on some concepts, what is asked here is different. AAR is 90% a motor skill, and you just have to practice it until you get good. The theory is quite simple. It is entirely optional and not necessary to enjoy most of the game. There is no reasonable aid that would make sense. How do you think real pilots learn to do it? They practice... Some people expect to get all the satisfaction of flying a real aircraft in a simulator without putting any work into learning and practice. OP is clearly a new player, and he throws a tantrum because he doesn't immediately master an advanced and optional skill that professional pilots occasionally struggle with IRL. Sorry, the devs will not and should not implement a custom magical physics modification to satisfy your specific arbitrary need. What is the justification for refunding the game, that it's too hard? That the devs will not implement your personal request? Hello ED I want to win every fight and always succeed in all my endeavors, make it happen or I refund, lol.
    3 points
  36. So chatted with the team some more on how it works, did some more testing myself and even talked to Mr Grey about his experiences prepping for a display and if he had ever G-loc'ed. So the current system, even for WWII requires a warm-up, even in WWII. Now this doesn't mean you need to do a special maneuver before combat because you don't always know when you are going into combat, you need to ease into your first half-turn. So basically instead of going hard on the G's enter the turn 3-4Gs for about a half turn then ease into your max turn from there. I reflew the first track here using this method, although maybe not as smooth as I would have liked: For the sudden blackout, per Nick's experience he has G-Loc'ed twice he said it was 100% instant. His routine for warming up for a show is this: I will check out other tracks here soon. Thanks!
    3 points
  37. Correct, App only pings DXGI for 2 devices, I have no way around that, I'll ask MS if there's a better way.
    3 points
  38. How about doing something else in DCS besides AAR? I probably had hundreds of hours in flight sims and DCS before I attempted it. Learn to walk before you try to run. This is a rewarding game if you stick with it but it takes patience.
    3 points
  39. This is the most ridiculous thread I have ever seen on this forum . The request itself is maybe reasonable in itself, but OP's logic, attitude, and unwillingness to take good advice that solves the fundamental problem is not. The arguments just don't make any sense, it's difficult to be less "toxic" when faced with such nonsense.
    3 points
  40. Hotfix: F-4 Phantom mistakenly not released
    3 points
  41. 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":
    2 points
  42. So testing the new shockwaves. Several 500lb bombs laded just a few meters fromxa bunch of fuel and ammo trucks. They all caught fire and after a couple of minutes they had blown up one after the other. I found several problems. 1. The bombs should have just blown everything up(I know the frag/splash damage is getting worked on) 2. The trucks were really close so once the first one blew they all should do the same. Not follow their own timers. 3. Fuel and ammo trucks should really just explode automatically as soon as the recive damage. We know from video both from ww2 and later that it takes almost nothing for fuel and ammo to blow up. A couple of .50 cals and ammo and fuel goes boom! 4. Related to nr 3. Fuel and ammo should have far larger explosions. One way of doing this is to use the same explosions from jets exploding. It's a nice biggish fireball and would fit quite well. Video showing how the fuel and ammo trucks don't explode even though half the jungle is shaking. (Also exploding vehicles don't make the trees move. But I'm sure that will come later.
    2 points
  43. Procedure. Getting more practice in while doing it live rather than just in a strict training environment. But again, the only one who has suggested that is you. If you don't like your suggestion, you can just change your mind and it will go away. No. By very definition, having unlimited fuel is in every way nothing like having to manage fuel. The whole point of unlimited fuel is that, not only do you not have to manage fuel — you can't manage it. It removes it as a thing that happens. Assisted AAR means you have to manage your fuel, same as everyone else. Then they need to remove tankers altogether, since their entire purpose is to make access to fuel easier. Or they could learn to police their servers better. The good news is that there are assists available for that. You can't eat your cake without having it.
    2 points
  44. Game flight mode is gone. Or in the process of being removed. I don’t think it exists anymore. You can practice right now without any additional aids. Why do you need the plane to magically fill with fuel? How does that help? It doesn’t. That’s why this suggestion never makes sense.
    2 points
  45. OK, but where does the idea that AAR assists can't coexist with all these other things come from? If you want a really, really simple example of both coexisting with no negative impact to your list, here it is: Add DC, AI, damage, SAM's first, then add AAR assists later. This is why the against argument seems so ridiculous. Wanting something more than something else is absolutely reasonable. Acting like adding a specific feature will shut off other features of the game makes no sense at all. Being completely against something without even considering a workable solution for all sides comes across as being against something for the sake of being against it and nothing else. Based on what though? ED is not a 1 person developer. Work on one project does not mean resources are taken from another. If people were genuinely interested in friendly discussion I'd expect that people would at least make room for an idea instead of trying to shoot it down at every opportunity. Also what if a large portion of people disagree with you? Does that mean your desired features should be barred from the game? People that like to speak for other people are the kind of people that probably shouldn't speak for other people. I think it's fine to give your opinion, but if someone else says that their ways work better for them, well people generally know themselves better than strangers.
    2 points
  46. Just to be clear, I don't belong to Aviodev, I'm just a Closed Beta Tester for Eagle Dynamics. It might reduce engine performance; Engine Anti Ice will certainly take some power away from the thrust generated by the engine. As far as aerodynamics are concerned, cold weather is actually beneficial. It's hot and high conditions (high temperatures, high elevation) that really screw with the lift generated by the wings. If you try the same mission in the summer at 30° or maybe even 40° C, I have a feeling the aircraft might not even get airborne. Then again, there's a chance that DCS (or the C-101 in particular) might model icing, as in the accumulation of ice on the wings (wreaks havoc on lift) and on the fuselage (not so much a concern regarding lift, but certainly adds even more weight). There's no visual icing effect, but maybe ice build-up is taken into account by the flight model?
    2 points
  47. >What purpose would those serve? What purpose would AAR aids serve? Plenty of people can't dogfight or hit a dumb bomb. The solution is practice, not changing the game physics to make it easier. >those things can actually be done already AAR can be done already also. > Plenty have been listed. At no point has anyone been able to demonstrate any fault with them. Yes we have. They are not needed, not worth implementing, and would be negative learning instead of helping anyone. >In simulators where you can layer in the difficulty. Do you have any source that professional simulators for AAR have such options as changing the flight model or using partial autopilot to "layer the difficulty"?
    2 points
  48. Do you have or fly the F-5? Ever fly it on ECW or similar and have a blast? The F-4's radar is like that but way better. Also, Sparrows which, if DCS missile failure rates were more realistic, would still fail like (wild guess) ~15% of the time anyway. I think folks would benefit from looking at the F-4 and adjusting the mindset such that they don't look at it like it's a very old version of a 4th gen fighter and more like it's a Korean War plane on steroids. We are able to change our perspective for WW2 planes as entirely separate and discrete. Korean War jets too. It's time for this era of jets to have their own category. Imagine jousting an Su-27 in an F-15 and having 2 of your AIM-7M's fail. You're now in a lot of danger because you have to assume their missile did not fail. If the same happened in the F-4 vs a MiG-21, it's frustrating, but generally you're in a lot less danger. Yes, you can do a lot less than in a Hornet but there's also generally a lot less to do vs the enemies of the era. I do agree though, as someone who can mostly only fly alone, I hope Jester will be capable of handling the new controls on his own sufficiently to make the experience in MP fun.
    2 points
  49. 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.
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