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  1. Hello everyone, My name is Krzysztof Sobczak (some of you may know me as “Grover”), I am the Technical Director at Heatblur. Although I haven't been very involved in direct communication with our users because I have been focusing on working hard on our projects, today, I am excited to share some technical insights about our latest release. As some of you may read from me for the first time, I'll start with a short introduction: I am originally a physicist holding a PhD in particle physics. However, most of my professional life has been dedicated to developing flight simulations. I have had the privilege of working with companies like A2A Simulations and Metrea. In 2018, I joined Heatblur Simulations to work on the F-14 Tomcat. During this project, my areas of responsibility included the communication and navigation systems, the LANTIRN targeting pod, and JESTER LANTIRN. In 2021, I became the Technical Director to create a new core system - codename Anvil - a genuinely new-generation simulation platform. Having been involved in creating several flight simulation engines throughout my career, I have gained a deep understanding of the requirements for such engines and the shortcomings of existing solutions. This extensive experience has been invaluable in shaping the form of our new flight simulation platform, which we present today through the release of the Heatblur F-4E Phantom II. Our users may already be familiar with the innovative approach we applied in the F-4E Phantom II, particularly the concept of the components system. For those with programming experience, this might initially sound like a marketing trick, similar to object-oriented programming and using objects through composition in different contexts to build complex structures. However, there is much more depth to the system we created. Our approach goes beyond simple object composition and reuse. What sets our system apart from other solutions and programming techniques is its orientation around data flow. This focus is crucial for creating a system that is both reusable and granular enough to build entire aircraft and reuse components in other aircraft or systems. The challenge in making such a system lies in the uniqueness of many aircraft devices, so to achieve true reusability, we had to reach deep to a level where components can be generalized - the level of individual switches, relays, lamps, amplifiers, actuators, valves, and all other kinds of low-level components. By focusing on the components and the data flow between them through the connections, we managed to move all non-simulation elements outside the components and let Anvil handle them. The first core aspect of our F-4E Phantom II, driven by our engine, is its multi-crew capability. The component connection approach allows our developers to focus entirely on creating the simulation part of each component. At the same time, the system handles the communication between different components and distributes it over the network. From the developer's perspective, there is no difference between developing an aircraft simulated entirely on one computer and an aircraft whose simulation is spread across multiple computers. The second feature unlocked by the component system is multi-threading. By strictly separating components from each other and not allowing them to access other components directly, we ensure that the simulation part of each component can run concurrently. This approach means that developers do not have to worry about the complexities of multi-threaded development and can work as if the simulation of each component were entirely single-threaded. The connection system governs the rest — it de-conflicts multiple simulation threads seamlessly. It is important to note that while our system is designed to support multi-threading, this feature is not enabled in the version that users are receiving today to limit the risks of the adverse effects for the premiere of such a complex aircraft. However, multi-threading will be enabled in future updates, offering a significant boost in performance for everyone. Also, note that this is not the same as using the multi-threaded version of DCS - the multi-threading part of our component system adds another layer of parallelization, effectively offloading the aircraft simulation from the main DCS thread. The component system is oriented toward providing developers with the tools to create new components quickly and efficiently. With those tools, we can focus on recreating components' real-life properties and giving them an organic feel by adding imperfections, individual characteristics and failures that can occur as a natural result based on the treatment of the components. Later, we use those components as bricks to build the aircraft in a fully synthetic way, while Anvil makes each airframe unique and each flight a new adventure while giving virtual pilots an incentive to not mistreat the aircraft. Finally, we plan to use Anvil and the same library of base components in all our future products, retrofitting them to the already published products where applicable. Sharing the same code will ensure that all our future aircraft will be automatically updated with our latest achievements and changes introduced to the system while developing any new product. This means that from now on, our simulation can only get more profound and more realistic. After introducing key features of the component system, let's delve into some statistics about DCS F-4E Phantom II. The total count of components used in our simulation, as in the final build provided to Eagle Dynamics, is 6,389. We used 14,627 component connections. Out of these, 2,297 connections are synchronized in multi-crew. The total number of properties across all components is 34,964, with 25,032 of these properties synchronized in multi-crew. Many of these properties are randomized and depend on the wear and condition of the aircraft. Finally, the total count of all damaged states in the aircraft is 1,562. While this number is already high, we plan to implement many more new failures during the early access period. Some of you might be concerned about the costs of creating detailed products like our F-4E Phantom II, which could negatively impact the entire market. We never intended that, and we are confident this won't happen. First of all, our goal was to make the development of complex modules less expensive by improving the reusability of the code and offloading most of the low-level and repetitive development to Anvil, which will handle it automatically. Furthermore, we are part of the flight-sim community and want the study-level flight simulation to thrive. From the first days of this new platform, we shaped it in the form of SDK, which we want to offer our partners. This includes the entire library of components and JESTER. We believe that cooperation and fostering synergies is more creative and profitable than non-amicable competition. As you will be able to experience the F-4E Phantom II for DCS yourself, I hope you will enjoy every minute spent in our recreation of this magnificent aircraft. On behalf of the entire team, thank you for the support and excitement you express daily through all communication channels. Have fun!
    118 points
  2. Introduced new aircraft module - DCS: F-4E Phantom II by Heatblur New campaign - DCS: F/A-18C Operation Green Line by BADGER633 New bomb fuze options for several modern aircraft. Added the ability to adjust various settings to a range of US air-to-ground armament - GP LD and HD bombs, Paveway II and III, JDAM and CBUs. Adjustable settings include, where applicable, fuze types, arming and functioning delays, airburst altitude, laser seeker PRF code, bomblet release RPM and various external weapon features. Please see: DCS: Bomb Fuze Update DCS World Added: Massun Asset Pack - numerous buildings, vehicles and fortifications. Voice chat. Added warning message when the master volume is set to zero. Improved propeller and jet wash effect on nearby vegetation. Effects. Jet wash effect does not show for own aircraft - fixed. Weapons. Corrected Mk-80 series of bombs models fuse animation. VR. OpenXR. Controller/ Input. Change keypressed logic. Cargo transportation. The cargo is teleported from any point on map task - fixed. ATC. After take off comms stuck at abort take off - fixed. AI Aircraft. AWACS. Option SILENCE does not work - fixed. ME. Country field is empty when the user selects a ship in some cases - fixed. MP. Eliminated bug that caused FPS drop on the server with many data link clients. VR. Leap Motion Gemini 5.17.1 drivers updated. Added "G Warm Up" option in Gameplay Settings. If enabled, this will set the aircraft to having already performed a G warm up IF the missions start in the air. If the mission starts on the ground (ramp, hot, or runway), the player will still have to perform a G warm up. Weapons. S-25L doesn't guided on laser spot - fixed 3D models. Fixed Land Rovers lods. 3D models. Fixed KS-19 geometry. Ships AI. Fixed CIWS on Molniya-corvettes. DCS: F-16C Viper by Eagle Dynamics Added new model pilot - work in progress. Added improved movements of the pilot head and torso - work in progress. Added Maverick and HMCS Auto-Boresight, automatic for hot starts. Cold starts require manual boresight. Fixed: Increased G-warmup effect time. Added Bomb Fuze Options and Settings from ME - work in progress - missions where laser code is set to anything but default (1688) will need the code edited in Mission Editor using the new method. Fixed: Tuning the IFA alignment and further FIXes. Fixed: Missing scale on the standby attitude indicator. Fixed: GPS time starts at 00:00 when entering a mission. Fixed: FCR Air to Air Header fix. Fixed: Wheel friction imbalance. Fixed: FCR target Min/Max altitudes inverted in negative antenna elevation. Fixed: Handoff from TGP to TV-guided AGM-65's is partially functional using TMS Right. Fixed: RWR displays radars in "Track" mode in the inner "Missile Launch" ring. Fixed: CCRP lateral drop limit too small. Fixed: Scan volume twitching around when bugged target near or beyond gimbal limit. Fixed: RWR SYS Test no longer functions. Fixed: True heading on ICP stuck at 00. Fixed: Boresighting Mavericks is aligning with point mid air. Fixed: HSD zoom glitch. Fixed: Spotlight scan volume and EXP reference box snap from centre of display instead of appearing directly at cursor location. Fixed: Entering OVRD while in spotlight search can cause radar to stop working. Fixed: TGP does not take INS drift into account well (coordinates and height of the point changes). Fixed: Rolls left under positive G. Fixed: Search target hotlines don't work. Fixed: RWS SAM cannot change radar range scale is designated inside an auto-range zone. Fixed: Maverick seeker LOS Slave to FPM at TMS Down ignores SPI. Fixed; Right MFD rocker switch labels incorrectly refer to Left MFD. Fixed: JDAM with nose plugs fitted show 0 second AD in SMS by default. Fixed: Exhaust "turkey feathers" graphical clipping/misaligned. NOTE: The Sniper Advanced Targeting Pod is in active development for release later this year. DCS: F/A-18C by Eagle Dynamics Added improved movements of the pilot head and torso - work in progress. Added Button to disable the pilot moving/looking in the direction of the camera. Added Bomb Fuze Options and Settings from ME - work in progress - missions where laser code is set to anything but default (1688) will need the code edited in Mission Editor using the new method. Also please note that changing the laser code of GBU via the aircraft avionics no longer functions. Code must be set in mission editor, or refuel/rearm. Fixed: AGM-84E/SLAM-ER does not guide to target in TOO. Fixed: No info showing for track files from MIDS if you don't have trackfiles with radar contribution. Fixed: IFF Sensor Depress no longer working and very long delay to IFF. Fixed: AIM-7 Sparrow not guiding when target is at bottom or low half of 12° FLOOD circle. Fixed: SA page MIDS symbols misaligned. Fixed: Unable to enter STT mini-raster on brick in TWS, with sensor control towards the radar. Fixed: SA page TDC acts differently from RDR ATTK and AZ/EL TDC, should work the same way. Fixed: Not designated track files disappear in RWS, if brick trail fades out. Fixed: RSET in TWS should not deselect the HITS option. Fixed: Cannot enter Waypoint Offset minutes and Seconds - getting ERROR message. Fixed: Over bank in PA mode. Fixed: ACQ Point Cue not showing if more than 1 radar track files present. Fixed: ACQ Point Cue stuck on display after its trace file is deleted. Fixed: Gun firing rate is always Low in (and after) A-G mode. Check FCS schedule for errors based on user feedback Fixed: AIM-9X seeker becomes stuck. Fixed: AGM-84D RBL mode explodes after launch. Fixed: Pressing cage/uncage for >0.8 seconds toggles AIM-7 LOFT. DCS: AH-64D by Eagle Dynamics Added modelling and animation of equipment behind “service hatches”. Keybind to open and close are unbound to “service hatches”. Added FCR C-Scope and FCR Zoom. DCS: AH-64D | FCR ZOOM and C-SCOPE Added FCR/TADS LINK function. DCS: AH-64 | FCR/TADS LINK Added C-Scope, Zoom, and LINK descriptions to FCR chapter in Early Access Guide EN. Added FCR multicrew sync (Work-In-Progress). Fixed: Client CPG instals FCR but FCR page for host in pilot seat indicates FCR is not installed. Fixed: FCR installation and power-on indications on FCR-UTIL and WPN-UTIL pages. Fixed: FCR NTS/ANTS are not sequencing for opposite crew members in multicrew. Fixed: FCR NTS/ANTS are sequencing when rockets are fired at FCR targets. Fixed: FCR NTS should not be cursor-selectable if FCR is not the selected sight in the crewstation. Fixed: A single ghost target is appearing in the centre of the FCR page. Fixed: FCR should not autopage on CPG MPD if TDU displays FCR page. Fixed: FCR moving target symbol errors. Fixed: Cannot exit TGT format on FCR page by de-selecting TGT (L4) button. Fixed: Cursor-selecting a target on the TGT format of the FCR page is setting it as an NTS target. Fixed: Missile Constraints Box not displayed on Pilot's FCR page if video underlay from CPG is displayed. Fixed: Firing AGM-114L missile at FCR target causes a crash. Fixed: Additional X symbol is appearing in HMD symbology when a missile is fired at an FCR target. Fixed: Client/CPG weapon usage in multi-crew not synced with Pilot crewstation. Fixed: Auto start sequence doesn't work. Fixed: Engine starters are non-functional above 3500 feet / 1070 metres or low air densities. Fixed: CPG TADS control still possible when using PNVS as NVS sensor. Fixed: TADS FOV and Sensor Select settings when NVS switched off. Fixed: PNVS and TADS video underlay in helmet display should not be roll-stabilised to horizon. Fixed: Edge of HDU combiner lens is not limiting IHADSS video. Fixed: Syncing missing entity. Fixed: Training missions are missing from the game menu. Fixed: Pilot and CPG views are out of place and are limited in movement. Fixed: NAV Fly-To Cue symbol is displayed on TDU when symbology mode is in Hover or Bob-Up. Fixed: If the CPG's TDU knob is set to OFF, "TEDAC Unavailable" is displayed when George is commanded to search George will use HDU if enabled, otherwise will turn on TDU to employ TADS If NVS Mode switch in CPG crewstation is set to NORM or FIXED, George will set it to OFF to employ TADS Fixed: During Cold Start in day time, George should set up the cockpit for day time use. Fixed: PP coordinates are slightly off in the TSD. Fixed: TSD threat rings are not displayed when enabled on the THRT SHOW page. Fixed: TSD FRZ (R4) is becoming de-selected if CAQ is used after PAN. Fixed: User's Guide. Incorrect list numbering on page 336-337. Known issues AH-64D. Will fix ASAP. CPG WPN page and TSD page desync in multicrew. DCS: A-10C II Tank Killer by Eagle Dynamics Fixed. ARC-210 presets names get erased and modulation mixed. DCS: Bf-109K-4 by Eagle Dynamics Updated: Free Challenge Campaign Missions #11 & #12 (WIP) DCS: F-86F Sabre by Eagle Dynamics Fixed: Gun Overheat seems overdone, and recovery too long Fixed: AIM-9B should not have the uncage function DCS: F-5E Tiger II by Eagle Dynamics Fixed: Radar clutter issues increased the randomness of the range distribution, increased clutter max range Note: if the track antenna is declined almost maximum, it reduces scan traces on the surface. If you move antenna up, you'll see a lot more ground clutter Fixed: RWR not showing locked radars in Search mode Added: AIM-9J Fixed: TACAN stops working after takeoff Fixed: should not be able to uncage AIM-9B pre-launch Fixed: FFB X axis trim is inverted Fixed: Oxygen Diluter controls incorrect behaviour when assigned to key or button Updated: Laser code setting is removed from aircraft options and kneeboard DCS: MiG-15bis by Eagle Dynamics Fixed: If strong wind is present in the mission, the controls movement becomes incorrect Fixed: Marker beacon light and sound is active when it should not be Fixed: Target Wingspan action error Increase/Decrease actions are swapped on the non-axis commands Fixed: Gunsight ranging is incorrect Fixed: Human plane wheels are not touching the ground Fixed: Repaired gear won't retract (after damaged at high speed) DCS: Supercarrier by Eagle Dynamics Fixed: Platcam showing a Tomcat as Hornet Flaming Cliffs by Eagle Dynamics F-15C. Nose wheel steering held wheel castor is very unstable - fixed DCS: SA-342 Gazelle by Polychop Simulations Added: New rotor blur system Fixed: NADIR needle deviation on SA-342L Fixed: Landing light not visible on SA-342L Updated: Completely new multi crew system with join in progress (Work in progress) Updated: Refined external textures Updated: IR deflector model and textures Added liveries: UK Royal Air Force NO.2 FTS UK Royal Navy Air 705 Squadron LEB Air Force Grey / Green GER Army Green / Black SE Air Force FOA Generic Navy Grey Generic Black Low Visibility DCS: JF-17 by Deka Ironwork Simulations New: Navigation Flight Plan B (FP-B) FP-A and FP-B share DST channels 1-29 FP-B waypoints must be after FP-A waypoints In ME, a waypoint with the name ‘FPB’ will be marked as the first waypoint of FP-B and all following waypoints will be assigned to FP-B. In MFCD->DST page, FP-A/FP-B channels are exclusive for selection/edit. You can switch FP-A and FP-B navigation plans in UFCP. Fixed: C701TV image too bright issue DCS Mirage F1 by Aerges General: Hands are correctly positioned now on the stick and throttle in VR. Landing gear is now lowered during repair. At repair, the throttle is always moved to the cut position. Repair now deselects engine emergency regulation mode. Fixed engine fire not repaired in certain cases. Changes to make our interface compatible with the new implementation of ED’s GBU laser code setting. Corrected external lights logic (pending a fix to the formation light of the BE). Exchanged navigation and formation lights labels, to correctly reflect the logic of the aircraft. Fixed minor typo in clickability and input (MRK-->MKR). Systems: Made the Sight Repeater in F1BE a true collimating display. Adjusted visual look of Sight Repeater image border, plus other minor improvements. Removed fuel transfer sequence selector (“LISSE, BIDONS”) switch in Mirage F1 BE. Fixed AI police light logic: The light will not be set on anymore at taxi/takeoff. Fixed AI landing/taxi light logic: it will be switched between ‘landing’ and ‘taxi’ modes correctly now. There are still minor issues, which will be addressed in the next update. Implemented engine destruction due to engine overspeed. Engine overspeed warning removed. Adjusted engine oil consumption. Armament system: Fixed bug that precluded jettison of certain stores in certain situations and configurations. Fixed Sidewinder missile growl not coming on until a heat source is detected. Fixed weapons not firing after reload in unlimited weapons mode. Fixed erroneous launch order for mixed IR and radar guided R530 missiles loadout - with both selected and locked, the IR one will always have launch priority. Flight Model: Adjusted fuselage pylon strength. Miscellaneous: Updated flight manual: added engine emergency regulation system content. DCS: C-101 Aviojet by AvioDev IR missile audio will stop now once electric power becomes unavailable. "Throttle Idle Detent - Idle" and "Throttle Idle Detent - Stop" input commands are not toggle commands anymore. Each command now performs the action according to its description. Fixed startup training mission - it was not advancing when moving the throttle from idle to stop. Fixed autostart/autostop sequence macro: throttle will move to idle or stop as needed independently of the current throttle position (idle or stop). In other words, it won't work as a toggle. DCS: South Atlantic map by RAZBAM Simulations Updated - revamped tree maps across the map using 40% less trees. Updated - Tree mix adjusted to include additional variations. Updated - Falklands Island Bluff Cove area created dredged channel to allow ship movement Removed - Removed the automated shipping for the oil tankers (just didn't work) DCS: Kola map by Orbx updated - Tree maps (should give more performance in densely tree populated areas) fixed - removed grass from inside Hangers at Bodo new - various small villages added in various locations Updated: Changed the following airfield names Lakselv to Banak Olengorsk to Olenya Severomorsk1 to Severomorsk-1 Severomorsk3 to Severomorsk-3 fixed - Laselv approach Lighting RW 16 fixed - Kemi ILS RW18 not aligned correctly fixed - some train route height adjustment fixed - Bodo some AI collisions resolved updated - Bodo Parking slot names fixed - Bodo AI taxi jams fixed - Bodo all Military hanger height placement fixed - Monchegorsk AI traffic corrections fixed - Monchegorsk Incorrect parking boxes fixed - Murmansk fix taxiway obstructions fixed - Murmansk - various model placement issues fixed - multiple breaks in roads Campaigns P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations BBC is available on channel C DCS: F-14A Zone 5 Campaign by Reflected Simulations New interactive checklists DCS: F-14A Fear the Bones Campaign by Reflected Simulations New interactive checklists Comms issue possible workaround (C-17 voice transmitter shouldn't rtb) DCS: F-14 Speed & Angels Campaign by Reflected Simulations New interactive checklists Skippable briefings DCS: Mi-24P Outpost Campaign by Stone Sky More information about setting up ICS in the campaign description DCS: MAD AH-64D Campaign by Stone Sky All missions. The relay station has been changed Mission 8. Fixed a bug with the moving zone Mission 1. Minor changes DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions: Charts and briefing materials and kneeboards updated All missions: Hornet side numbers fixed to realistic Mission 5: Ai behaviour changed to make sure Enfield 1 gets launched Mission 6: Hornets attacking against ground targets - fixed. Mission sometimes fail even if goals are met - fixed. DCS: P-51D Debden Eagles Campaign by Reflected Simulations Fixed game breaking bug DCS: F/A-18C Serpent’s Head 2 by Badger633 All missions except 2: As requested, enforced turbulence removed, add in your settings if required. DCS: F/A-18C Rise of the Persian Lion by Badger633 Missions 6 & 7: EZ refuel version reducing fuel fixed. Missions 8 & 9: EZ refuel versions Fords fuel mass fixed. All Missions: As requested, enforced turbulence removed, add in your settings if required. DCS: F/A-18C Rise of the Persian Lion 2 by Badger633 Missions 1,2,3,5,7,10,11 & 13: Speed stop added so if time accelerated sim will automatically stop next communication. Mission 4,6,8,9a,9b and 12: Ford fuel mass fixed. Speed stop added so if time accelerated sim will automatically stop next communication. All Missions: As requested, enforced turbulence removed, add in your settings if required. EZ Refuel Version: This was not using the ‘EZ Refuel’ version of Mission 12. This is now fixed. On start you will get a notification that the campaign has been rebuilt and your position lost. Just skip to your current mission and proceed. DCS: F/A-18C Raven One Campaign by Baltic Dragon Mission 02: Fixed issue happening to some players with Smoke not breaking away from player's wing. Fixed issues with RTB tanker not giving fuel / erratic behaviour. Fixed issue happening to some players with Smoke not following Flip after launch. Mission 03: Added safeguard for MANPAD, reducing mission difficulty and thus diminishing possible frustration. Fixed problems with tanker on RTB. Fixed problems with no comms after leaving AO.
    45 points
  3. Surviving FAM-1 in the Phantom. Congratulations on your purchase of the F-4E Phantom II. It is a sweet flying beast, with enormous depth and versatility. It’s easy to fly while being tactically challenging. The aircraft is versatile, and the era it dominated was interesting, a combination that produces hours upon hours of engaging fun. First, don’t be intimidated by the hulking beast. The surprising little secret is that it’s easy to fly. The Phantom is honest and uncomplicated procedurally, the engines are responsive and powerful, and the slats make it feel responsive, but also stable and precise. You point it where you want to go, push the throttles up and man, does it go! As you would expect, Heatblur has delved deep into accurate modeling of systems and aerodynamics, and the result is a nuanced, detailed simulation of the F-4E. You will discover small details as you explore the aircraft and systems, they’ve even simulated the influence of engine exhaust flow on the stabilator due to its anhedral. How cool is that? From broad testing experience and SME feedback, I recommend starting with a pitch curve of at least 10 for the F-4. The simulator is faithful to the real F4E, which is sensitive in pitch. Experiment and refine your axis tuning for your controller from there. I am currently using a non-FFB stick with a 4 inch extension and heavy spring tension, 12 works for me. Map your controls. You only need pitch, roll, rudders, brakes, gear, flaps, nose wheel steering, speed brakes, trim in all axis and drag chute for this hop. Keyboard and clicking will be fine for the rest. We won’t be killing MiGs just yet. This guide is meant to be a quick and dirty “FAM-1” guide to get you in the air and safely back to earth. We’ll also have some fun in between. I know you’re eager to give it a try, so skip startup and begin on the runway, ready to launch. Fly a clean jet today, or throw on a centerline drop tank for starters. The trim will already be set (understand that due to the way the bellows/trim system interacts, until airspeed increases, the stabilator will be positioned full leading edge down on the ground), engines running, check that the flaps are down, let’s go. Normal Takeoff and Climb. Apply full afterburner, position stick full aft when Jester calls 80 knots and hold it there. Nose-wheel steering until the rudder becomes effective ~70KIAS (the NWS button must be held during operation). If you drift and need nose-wheel steering to correct, then center the rudder pedals before re-engaging. With full aft stick, the aircraft will rotate on its own when it’s ready to fly, ease off back stick to hold it at 10-12º nose up pitch attitude. Our intrepid F-4 SME’s and and recommended this technique, it works beautifully. Gear and flaps up immediately to avoid overspeed. Both have limit speeds of 250 KIAS. Min flap retract is 180 KIAS, which is only a consideration during military power takeoffs. Jester will let you know when they’re up. Terminate burner at 300 KIAS. You’re in the air, easy peasy, nothing to it. Climb at 350 to intercept .9 Mach. Mil power climbs at 350 KIAS initially require just over 20º of pitch. In Max afterburner, it will climb into the mid twenties at .9 Mach at over 30º nose high. Beast mode. Setting 3000 pph per engine results in a cruise Mach between .84 at FL 250 and .90 at FL350. That’s a fuel burn of 100 pounds per minute. Fuel planning couldn’t be simpler. Mil power at FL350 tops out just below Mach, around .97 IMN. Ease the nose down and it will go supersonic without afterburner. There is a little Mach Tuck going through transonic. Overall, the pitch changes are mild, trim is sensitive. Be quick with your thumb. Operationally, the F-4E is a Mach 2 aircraft. In level flight, it’s fastest at 35,000, and can achieve the dash one charted speed of just over Mach 2. Unload in a dive, and if you sport an adequate moustache, you can hit 2.2 plus. You can have fun figuring out the profile for that for yourself. At sea level, a low drag configuration tops out at 1.12-1.15 IMN. Adding external stores will reduce max Mach proportionately. Maneuvering Flight ROLL AUG off for maneuvering. Always roll using coordinated rudder and aileron. The higher the AOA, feed in more rudder as ailerons are less effective. Rudder only rolls are smooth and predictable. Reducing AOA increases roll rate. Experiment at different AOA’s and speeds, it will come to you quickly. Best sustained turns with typical Air to Air load outs at medium combat altitudes (SL to 15,000) range from 520-480 KIAS. Even with light pitch forces, flying a consistent, sustained turn is relatively easy. Smooth corrections pay big dividends. Control bank angle primarily with your feet. I checked the sustained turn G capability today from SL to 15,000 MSL, and it’s on the money. Gross weight affects performance of course, but if you’re doing your part, you’ll be able to hold 7.0 G on the deck, and 5.1 G while turning level at 15,000 MSL. I’m quite impressed with how stable the Phantom is at high G loads. You can already sense that the F-4E needs and loves airspeed. Use a 500 KIAS entry speed for a mil power loop, 450 with burner. A 4-5G pull up to 19.2 units will result in 200-230 knots or so over the top. It takes a lot of intentional baffoonery at very low speeds to depart controlled flight, which commonly shows up as a nose slice opposite to the direction of aileron input. The recovery controls are neutralize ailerons and rudder, unload with stick well forward (5 degrees AOA is a good target), and pull the throttles back to idle power. If the engines compressor stall, no big deal, go to idle, they recover quickly. Continue to hold up to full forward stick and let the aircraft do what it wants to do during post stall gyrations. As nose falls below horizon, and speed increases to 200 knots, you are flying again, so it’s safe to carefully roll with rudder and aileron to wings level, then pull up in light buffet, approximately 17 units, don’t exceed 19.2 units in the pullout. Spin recovery controls are rudder opposite the yaw/turn needle and lateral stick into (the primary recovery control is aileron), but perhaps the biggest shock having heard all of the lore, it is difficult to get the slatted F-4E to spin, even intentionally. That said, if the aircraft doesn’t recover, pull the drag chute. The aircraft will pitch nose down and accelerate. Either jettison the chute or let it fail when airspeed exceeds ~250knots. If you see a nose slice, it’s probably the ailerons causing it. Center the stick, reduce the angle of attack. The AJB-7 attitude indicator is so well designed that it can be used to fly precise aerobatic maneuvers, including rolling out on a specific heading, without looking outside the cockpit. The indicator is surrounded by the primary flight instruments, so in addition to the heading marks on the AJB-7 itself, you can see airspeed, AOA, altitude and the VSI in your peripheral vision, without shifting your scan. It’s all right there. Try this. Referencing the attitude indicator, pull up wings level and peg the nose exactly in the middle of the black dot that depicts 90º up, then pull the throttles to idle and do a lovely tail slide. If you get it right, the aircraft will back down, and full aft stick will make it flop forward, full forward stick will make it flop on to its back. Hold controls neutral, and it will pendulum past vertical at the bottom, where inertial dominates aerodynamics, just as a real fighter does. The AJB-7 clearly indicates where the closest horizon is to roll and pull out with minimal altitude loss. You can use it to pull out of a hairy maneuver on a specific heading, bugging out directly at home plate, where you can change out your underwear. Landing Max landing weight is 46,000 pounds. We aren’t too concerned with limitations for our hop today, but you don’t want to get into bad habits either. That’s about 12,000lbs of fuel for our configuration today, shouldn’t be a problem. At max landing weight, a stable on-speed landing AOA of 19.2 works out to 168 KIAS. If we were down to 3000 lbs of fuel using today’s configuration, on-speed would be 151 KIAS. Overhead breaks at 350-400 KIAS work well. 4000 pph will result in 400 KIAS on the run in. In this speed range, idle power in the break is fine, speed brakes are not necessary. If you do use the boards during a faster break entry, they should be manually retracted on downwind. If you are struggling to hold altitude when dirty, then you forgot to retract the speed brakes. Seat full up for landing. It’s difficult to see over the nose, so you may need to use RCTL+RSHFT+8 to raise cockpit camera. Extend gear and flaps at 250 KIAS, get the power back up as the aircraft decelerates towards 180 knots. That’s minimum speed on downwind, but slow to the “on-speed” AOA of 19.2 units (the big white square) before or during the first part of the final turn. Jester will talk you through the simple Landing Checklist. For reference, when level downwind, pitch will be 10-11º, and ballpark fuel flow with be ~4000 pph per engine. The aural tone and indexers give plenty of feedback. Gear and flap extension both cause a very mild pitch down. Flaps extend when decelerating through around 210 KIAS. Flaps will retract in the air if over-sped. Like most fighters, you’ll need to add power around the approach turn to control rate of descent. It doesn’t take much. Perform all rolling in the pattern with coordinated rudder and aileron. Trim and pitch are sensitive in the landing configuration, faithful to the aircraft, so smooth inputs are required. Fly with your fingertips. Due to the -5.25 degree thrust line of the J79 engines, adding power causes the nose to pitch down, reducing it causes a pitch up. It’s exactly opposite of the F-14. When you push with your left hand, you will need a slight pull with your right and vice versa. It’s also a happy little airplane during approach, with the AOA tone beeping and chirping. In fact, it’s quite easy to get on the runway in one piece. All of that cheerful noise should be a clue that the Phantom is flown while referencing AOA in the landing pattern. If you are struggling, try flying a little fast, with the AOA needle at the bottom of the white, “on-speed” index mark, around 17-18 units. We aren’t landing on the ship, so a little fast is fine as you get familiar, you have plenty of runway to work with. Use the “bug on the windshield” for glide path reference. Just like landing a Cessna. If you are addicted, you’ll quickly wean yourself off of HUDs. If you get behind the power curve, above 19.2 units or more, understand that excessive AOA causes enormous drag that if unchecked, will dramatically increase descent rate. To recover, forward stick to reduce AOA immediately is critical, while adding lots of power. You need both, don’t try to power out, reduce AOA with pitch. Danger of stall buffet and nose slice lurks above 25 units. In the flare, you may need to look to the left or right through the windshield side panel to see the runway, like Lindbergh did flying the Spirit of St Louis. It’s where you look when landing tail draggers or even fat nosed single engined Cessnas. Some instructors call it “The Lindbergh Reference”. I find that carrying power into the flare makes for a smoother landing. Arrest the rate of descent before you ease the power and let it settle. If you are fast, then pulling more power in the flare is fine. When you try a carrier landing, and we all know that you will, keep in mind that you will need a significantly wider abeam distance. The F-4E lacks the BLC flaps of the Navy versions, so you’ll be flying a much faster approach turn with a wider turn radius. The LSO’s will be nervously eyeing the net. Good luck. Single engine approaches are simple. Only real change is you a little faster, at 17 units, the yaw due to asymmetric thrust is easily controlled with rudder, even in burner. Fly a straight in approach using gentle bank angles and you’ll be fine. It helps to get rid of most of your fuel before landing with an engine that is “uninterested in further toil”. The F-4E also has a nifty flight director on it’s remarkable AJB-7 attitude indicator that makes ILS approaches a piece of cake. ILS freq is set on the pilot’s left console. The controls for what drives the needles are on the lower right side of the instrument panel. Give it a whirl, flight directors are amazing. After touchdown, lower the nose, pop the chute, hold the stick aft, and enjoy Jester’s compliments on your landing as you roll out. I bet that you land it on the first try. When clear of the runway, there is nothing like opening the canopies and enjoying the sound of two J-79’s while enjoying some fresh Phantom Air. Soak up the satisfaction of a flight well-flown as you taxi back to the ramp. You just experienced what it is like to fly an iconic fighter that continues to menace the skies even today. Damn, that was fun. Maybe that's why Jester loves to say, “We have the best job in the world.”
    22 points
  4. Folks just stop with the back and forth, treat each other with respect. Planned update is today the 22nd, usual time is 15:00 GMT / ZULU but we do need to be flexible. thanks
    19 points
  5. Dear all, the moment has finally come. We thank you all for your incredibly kind patience, for sticking with us. Not much remains to say, other than we really hope you enjoy it. As usual, we ask you for your kind feedback, for the Phantom, for the very first time. Your Heatblur Team
    18 points
  6. In a little while, the Phantom will drop, this wailing will end, and this will be forgotten by all but a handful of the saddest people on earth. None of this will matter a year from now. The saddest lesson on these pages is how vindictive people have become towards others. It’s a broken world. Some of you would demand that a children’s lemonade stand be shut down if you don’t receive a cookie with your beverage. You would rage on the national lemonade stand forums that the kids be “cancelled” and sent to reform school and the kid’s parents thrown in jail, because you are a “customer” and deserve perfection for the quid you paid at the tiny little enterprise. Of course the same people demanding perfection of a small software gaming business do not apply the same standard to their own conduct or performance. I don’t see any geniuses around here. The only talent seems to be a passion for blind criticism.
    18 points
  7. So far, this is my roadmap for the upcoming months: Will be releasing a Quick F-4E guide on Friday (start-up, takeoff and landing). After that, back to the F-15E air-to-air and IFF sections After, updates to the F-16C, F/A-18C, A-10C are planned (especially with regards to datalink) After, back to the F-15E until guide completion After, AH-64D update The F-15E guide is in an advanced state (with sensors and air-to-ground weapons being done), but the two big sections remaining are air-to-air weapons and navigation. Once those are done, the remaining sections should be relatively quick to complete.
    17 points
  8. folks keep it civil and friendly, final checks are in progress and hopefully we will have a patch today the 22nd. I will update the patch status post if anything changes, but so far its looking ok.
    15 points
  9. автоперевод Всем привет, Меня зовут Кшиштоф Собчак (некоторые из вас, возможно, знают меня как “Гровер”), я технический директор Heatblur. Хотя я не очень активно общался с нашими пользователями напрямую, поскольку был сосредоточен на напряженной работе над нашими проектами, сегодня я рад поделиться некоторыми техническими соображениями о нашем последнем релизе. Поскольку некоторые из вас, возможно, читают меня впервые, я начну с краткого введения: по образованию я физик, у меня докторская степень по физике элементарных частиц. Однако большая часть моей профессиональной жизни была посвящена разработке авиасимуляторов. Я имел честь работать с такими компаниями, как A2A Simulations и Metrea. В 2018 году я присоединился к Heatblur Simulations для работы над F-14 Tomcat. Во время этого проекта в сферу моей ответственности входили системы связи и навигации, модуль наведения на цель LANTIRN и JESTER LANTIRN. В 2021 году я стал техническим директором, чтобы создать новую базовую систему под кодовым названием Anvil - действительно платформу для моделирования нового поколения. Участвуя на протяжении своей карьеры в создании нескольких двигателей для моделирования полета, я приобрел глубокое понимание требований, предъявляемых к таким двигателям, и недостатков существующих решений. Этот обширный опыт оказал неоценимое влияние на формирование нашей новой платформы для моделирования полетов, которую мы представляем сегодня, выпустив Heatblur F-4E Phantom II. Наши пользователи, возможно, уже знакомы с инновационным подходом, который мы применили в F-4E Phantom II, в частности, с концепцией системы компонентов. Для тех, у кого есть опыт программирования, это может показаться маркетинговым трюком, похожим на объектно-ориентированное программирование и использование объектов посредством компоновки в различных контекстах для создания сложных структур. Однако созданная нами система гораздо глубже. Наш подход выходит за рамки простой компоновки объектов и повторного использования. Что отличает нашу систему от других решений и методов программирования, так это ее ориентация на поток данных. Этот подход имеет решающее значение для создания системы, которая является многоразовой и достаточно детализированной для создания целого самолета и повторного использования компонентов в других самолетах или системах. Сложность создания такой системы заключается в уникальности многих авиационных устройств, поэтому для достижения реальной возможности многократного использования нам пришлось углубиться до уровня, на котором компоненты могут быть обобщены - на уровне отдельных переключателей, реле, ламп, усилителей, приводов, клапанов и всех других видов низкоуровневого оборудования. компоненты. Сосредоточив внимание на компонентах и передаче данных между ними через соединения, нам удалось перенести все элементы, не связанные с имитацией, за пределы компонентов и предоставить Anvil возможность управлять ими. Первым ключевым аспектом нашего F-4E Phantom II, приводимого в действие нашим двигателем, является возможность работы с несколькими экипажами. Подход, основанный на подключении компонентов, позволяет нашим разработчикам полностью сосредоточиться на создании имитационной части каждого компонента. В то же время система обеспечивает взаимодействие между различными компонентами и распределяет его по сети. С точки зрения разработчика, нет разницы между разработкой самолета, полностью смоделированного на одном компьютере, и самолета, моделирование которого выполняется на нескольких компьютерах. Вторая функция, реализуемая системой компонентов, - это многопоточность. Строго отделяя компоненты друг от друга и не позволяя им напрямую обращаться к другим компонентам, мы гарантируем, что часть моделирования каждого компонента может выполняться одновременно. Такой подход означает, что разработчикам не нужно беспокоиться о сложностях многопоточной разработки, и они могут работать так, как если бы моделирование каждого компонента было полностью однопоточным. Система подключений управляет всем остальным — она легко устраняет конфликты между несколькими потоками моделирования. Важно отметить, что, хотя наша система разработана для поддержки многопоточности, эта функция не включена в версии, которую пользователи получают сегодня, чтобы ограничить риски неблагоприятных последствий для премьеры такого сложного самолета. Однако в будущих обновлениях будет включена многопоточность, что значительно повысит производительность для всех. Также обратите внимание, что это не то же самое, что использовать многопоточную версию DCS - многопоточная часть нашей компонентной системы добавляет еще один уровень распараллеливания, эффективно выгружая моделирование самолета из основного потока DCS. Система компонентов ориентирована на предоставление разработчикам инструментов для быстрого и эффективного создания новых компонентов. С помощью этих инструментов мы можем сосредоточиться на воссоздании реальных свойств компонентов и придании им органичного вида, добавляя дефекты, индивидуальные характеристики и отказы, которые могут возникнуть в результате естественного обращения с компонентами. Позже мы используем эти компоненты как кирпичики для создания полностью синтетического самолета, в то время как Anvil делает каждый планер уникальным, а каждый полет - новым приключением, одновременно давая виртуальным пилотам стимул не допускать плохого обращения с самолетом. Наконец, мы планируем использовать Anvil и ту же библиотеку базовых компонентов во всех наших будущих продуктах, адаптируя их к уже опубликованным продуктам, где это применимо. Использование одного и того же кода гарантирует, что все наши будущие самолеты будут автоматически обновляться с учетом наших последних достижений и изменений, вносимых в систему при разработке любого нового продукта. Это означает, что с этого момента наше моделирование может стать только более глубоким и реалистичным. После представления ключевых особенностей системы компонентов давайте рассмотрим некоторые статистические данные о DCS F-4E Phantom II. Общее количество компонентов, использованных в нашей симуляции, как и в окончательной сборке, предоставленной Eagle Dynamics, составляет 6389. Мы использовали 14 627 подключений к компонентам. Из них 2 297 подключений синхронизированы в multi-crew. Общее количество свойств для всех компонентов составляет 34 964, при этом 25 032 из этих свойств синхронизированы в multi-crew. Многие из этих свойств являются случайными и зависят от износа и состояния самолета. Наконец, общее количество всех поврежденных состояний самолета составляет 1562. Хотя это число уже велико, мы планируем внедрить еще много новых отказов в период раннего доступа. Возможно, некоторых из вас беспокоят затраты на создание детализированных продуктов, таких как наш F-4E Phantom II, которые могут негативно сказаться на рынке в целом. Мы никогда не планировали этого и уверены, что этого не произойдет. Прежде всего, нашей целью было удешевить разработку сложных модулей за счет улучшения возможности повторного использования кода и передачи большей части низкоуровневой и повторяющейся разработки Anvil, которая будет выполнять ее автоматически. Более того, мы являемся частью сообщества авиасимуляторов и хотим, чтобы авиасимулятор учебного уровня процветал. С первых дней работы этой новой платформы мы оформили ее в виде SDK, который хотим предложить нашим партнерам. Это включает в себя всю библиотеку компонентов и JESTER. Мы считаем, что сотрудничество и укрепление синергетического эффекта являются более творческими и выгодными действиями, чем недружелюбная конкуренция. Поскольку вы сможете сами испытать F-4E Phantom II для DCS, я надеюсь, что вы будете наслаждаться каждой минутой, проведенной в нашем салоне по воссозданию этого великолепного самолета. От имени всей команды я благодарю вас за поддержку и воодушевление, которые вы ежедневно выражаете по всем каналам связи. Развлекайся!
    13 points
  10. Dear Hornet/Tomcat, I'm sorry, but I've met someone else. She's strong and beautiful, and just a bit more mature, with so much more world experience than anyone I've ever met...and those curves...just...wow! I'm sorry. Maybe we can get together from time to time and do something fun. I hope you understand. You've been great, and taught me everything I know, but it's now time to move on. I wish you the best! With love, AeroGrappler
    12 points
  11. Because we have a lot of things to check before we release, 15:00GMT is the usual time that works for us but we may need to be flexible.
    10 points
  12. I’m sure ED loves when customers try to order them what they should be doing … no need for a CEO, just obey the customers
    10 points
  13. I was playing around with the Skynex on HX truck and recorded some.
    10 points
  14. Dear Heatblur team, hats off and let me say, you have my absolute respect. The F-4E sets a new benchmark for quality in DCS. Well done!
    9 points
  15. I do hope they delay again for 23 May, this is comedy gold. My apologies to be light hearted about all this
    9 points
  16. PC is ready - Check Phantom TShirt - Check Mustache - Check
    9 points
  17. The 21st was a planned date we had discussed with heatblur, sadly the final checks yesterday found the stopping issues and we had to delay it for 24 hours. Today the 22nd is looking good, if everything goes to plan 15:00 GMT / 16:00 BST / 18:00MSK is the usual timings but we may need to be flexible. thanks
    9 points
  18. It's better for an update to be right instead of rushed.
    9 points
  19. My pleasure. Feel free to pass it along. Hopefully, it will make everyone’s transition to the F-4E go smoothly. It’s an amazing aircraft and the module is a ton of fun to fly. We also have a window to revisit some nuances in the F14 flight model. When that is complete, I’ll update and post new F14 tips. I alone made the decision to pull them because the rapid updates we were making in the FM made them obsolete and confusing. That’s on me, not Heatblur. Hopefully, it won’t be too long.
    8 points
  20. We recommend that any interested 3rd party contacts us via our official channels, and we will be happy to discuss the particularities with them.
    8 points
  21. We read this a lot here, but I highly doubt it. DCS folks are highly addicted, and there are virtually no alternatives if you are anything else than a dedicated Viper pilot. I claim 99.9% of the very vocal people will stay and continue buying modules. The ones who really leave are not really interested in DCS anyway.
    8 points
  22. Dear all, In today's DCS update, HMCS and Maverick bore sighting will be done automatically if starting hot, from runway, or in the air. You will only need to manual boresight these systems when performing a cold start. Kind regards, Wags
    7 points
  23. The problems are understood but making people wait for nothing will have negative consequences for everyone. It's a bit like telling children you go to the amusement park and then constantly at the last minute telling them it has been called off. In the future it would be better to give no exact date if it cannot be guaranteed.
    7 points
  24. Some grown men in these forums are more ridiculous then spoiled little children.
    7 points
  25. Its not just about one module, the patch has to consider everything. Preview builds are from an earlier version. Now you will say why didnt you use the earlier version, it does not work like that, we have made changes and fixes in the future builds. Currently QA are doing final checks and if all goes to plan today 22nd, around 15:00 ZULU we will have a patch.
    7 points
  26. “Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it is called the present.” Enjoy DCS for what is is now.
    7 points
  27. Check this thread. CV-17 and 18 are in there. There is also a CV-16 livery for the Russian carrier in the DCS user files null
    7 points
  28. This thread is hilarious. It's mostly grown men ranting that they have to wait 24 hours to play with a new toy. Could maybe understand it if they were 10 years old and Christmas was cancelled! And as for the ones complaining they took a day off work so they could play, talk about first world problems! ED made the best decision they could under the circumstances. Imagine the whine if the patch was released with some major issues.
    7 points
  29. 7 points
  30. And again no update for the Sinaimap - It's abandonware.
    6 points
  31. Mainly... I am waiting to have any time at all to work on it...
    6 points
  32. I'm sorry, I hope it's better now. It's the codename for our core library/tech managing all components and their communication.
    6 points
  33. The first rule to enjoying DCS is to never ever jump on any hype wagons. It is a complete waste of time to be "waiting" on a new module while there are already so many you can enjoy right now. Don't anticipate on planned release dates because we know that everything is subject to change. On the remarks about the professionalism of ED.. it is actually very simple. Software development is uncertain. You can either have a flexible scope or a flexible timeline but you cannot fix both. Both are equally professional approaches.
    6 points
  34. First was "We dont like beta version 15-20 days patch but has unstable and need to wait to Stable to fly". Now "We dont like Stable version but need wait excesive time and has blocking bugs with need delay them"....
    6 points
  35. The issues were found by QA in final checks and was not module related, they have been working hard to fix them and we will hopefully have the patch today the 22nd, if anything changes I will edit the patch status post in my signature below. thanks
    6 points
  36. Professional dont call in sick, they "work from home"
    6 points
  37. MASSUN92´s Animated ground crew and lights MOD -- DOWNLOAD IT FROM: HERE! What a journey, right? As mentioned in today's newsletter (May 17, 2024), the asset pack will become part of the DCS core, allowing everyone to use the assets in their missions without needing to download anything. This does NOT include the animated ground crew and lights, which will still be available for download from the link above. ------------------------------------------------------------------------------------------------------------------------------------------------------ Before addressing some questions, I would like to thank all of you, the community, for your support and positive vibes. This achievement is also partly yours. On one hand, your support for the asset pack pushed me to make it better and bigger. On the other hand, I'm sure ED wouldn't have noticed the asset pack if so many people weren't using it and creating wonderful bases with it. So feel proud, we've achieved something fantastic! ------------------------------------------------------------------------------------------------------------------------------------------------------ - What's going to happen with the mod? I will continue developing content because I enjoy doing it. I love seeing what I create come to "life" within the simulator. According to my discussions with the people at ED, there's a possibility of adding more objects in the future, so feel free to leave suggestions below. - What will happen to the missions created with the latest version of the mod? As far as I understand, and I could be wrong, they should work fine WITHOUT the mod installed. - Will there be improvements? We have an agreement where I will make some minor future corrections to the models. Beyond that, I don't know what the future holds. ------------------------------------------------------------------------------------------------------------------------------------------------------ - Who I am? Hi to all! My name is Patricio Massun, I'm a 3D artist and architect from Argentina. My job is mostly related to arch visualization and asset creation for renders. I use this mod to practice some lowpoly, game-ready, real time rendering technics. I use Blender for all my work. All the models of the mod are created entirely by myself and the textures are from ambientcg (old cc0textures.com). All the export process is based on the EDM exported made by Tobi and use the tutorials from Grajo (Without them the mod would not have been possible). - About the mod:
    5 points
  38. Due to the way the F-4E trim system works in concert with a control feel bellows, the stabilator will show full trailing edge down while on the ground and won't move with trim inputs. When airspeed increases, the stabs will begin to show their trimmed position and trim works normally. If you are getting uncommanded pitch up in the air after confirming that the pitch axis is mapped properly, go to the DCS Options>Misc Menu and ensure that " Use Force Feed Back is Unchecked" Then read this-
    5 points
  39. All I can say is WOW !!! This thing is incredible !!!! Job extremely well done by the HB Team !!!
    5 points
  40. 5 points
  41. To be honest, I am a pissed off with being called childish, whining, and worse by people on here who should know better, simply because I have expressed, quite articulately and reasonably, my annoyance at what has happened……..all you guys saying “ it’s fine, no problem, I can wait, this is perfectly normal in the world of software “ - I am glad it does not bother you, but it sure bothers a <profanity>load of other people, whose opinion and viewpoint are just as valid as yours. There are some people here who would be defending ED even if they had some kind of malfunction whereby the licence system to use your modules broke…… crazy…….. this is bad customer service, pure and simple and as customers we have a right to bring it up without being patronised by by company fanbois…..
    5 points
  42. https://stormbirds.blog/ Best site for fair minded DCS news.
    5 points
  43. The entitled 4yr olds in this thread....just wow!
    5 points
  44. It's very good to be retired, and my wife is still working. You can fly an F-4 all day, then eat, sleep and fly again. And when you get tired of F4, you can fly anything. I even fell asleep in flight when I flew for 15 hours in a row.)
    4 points
  45. NOTE: If you purchased the F-4E on the DCS E-shop, you can ignore this announcement. Your install will become available via the DCS in game module manager automatically once the patch goes live on May 21st. 1.After purchasing a key from the Heatblur Store, you will have received an email by Sendowl. The email will contain your license key. License keys can look either like this (early purchase): E370-E4F5-3D9D-A967 (example key) // or like this (late purchase): ED-26BSF-12V7M5F (example key). 2. Go to https://www.digitalcombatsimulator.com and login to your DCS account. After that click on "profile" 3. Go to the left bottom of your profile page, and under "Licensing" select "Redeem Voucher." Then click "GO" 4. Paste your key into the field where it says "Enter voucher code" - then click "REDEEM" That's it! After doing so, you will get a message telling you that you have successfully redeemed your license key. You will then be able to install the F-4 Phantom II module tomorrow via the DCS in game Module Manager, as soon as the DCS update goes live. Should you have lost your email or key, please do not worry. Simply write support@heatblur.se and we will send you your key again. Please include your order number. If you run into issues redeeming your key, please contact ED customer support. We thank you all for your purchases, for your support and for sticking with us on this long road. We hope you all get to enjoy the Phantom tomorrow! Your Heatblur Team
    4 points
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