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  1. Dear All, Once again, we'd like to thank you all for your amazing feedback, comments and well wishes after the launch of our F-4E. We wouldn't enjoy doing what we do without all of your enthusiasm and enjoyment of flying our products. Thank you so much! We've been working hard after launch day on the 22nd, and have had some very important changes in the bag since the 23rd; but these have now accrued into a somewhat longer changelog for this weeks' update. Our primary focus has been on improving performance, and general improvements across the entirety of the module, as well as adding a few features that we cut at the last second. Performance improvements have been focused on very busy multiplayer missions and scenarios, and doubly so on lower end hardware which was causing significant bottlenecks that we were not able to test before release. The F-4E is a very complex simulation; the most complex we've ever created; and so we've fought long and hard- and will continue to do so- to try and eek out every bit of performance we can. We've also worked hard to squash as many general, aircraft, JESTER or otherwise bugs as possible - some of these have been significantly influencing gameplay- such as JESTER failing to call IFF voice lines or the UI freezing with odd combinations of map markers. Hopefully this hotfix patch will alleviate some of these initial issues, and from next week onwards we will again re-constitute the team and go through all of your wonderful feedback for the next rounds of improvements and fixes. Some new additions include e.g. the reintroduction of the virtual browser and the addition of online connectivity rules for HBUI - as well as some QoL improvements in JESTER. Please note (!): Due to capitalization changes not propagating properly at times, the "\...\sdef\Jester\contacts" folder is named incorrectly, which will cause none of the essential JESTER calls from that folder to get played. Our sincere apologies for that. This will be fixed properly in the next patch, however you can apply a quick and easy fix yourselves in the meantime, if you would please ever so kindly. We included the fix in the "known issues" at the bottom of this post. Please do not forget to check it out. Thank you, and our apologies again. As always we will be looking forward to your feedback and thank you for your kind and continued support! F-4E Release Hotfix Changelog Performance & Core Performance: Major improvements to Radar raycasting performance, especially on busy MP servers Performance: Radar thread affinity changed - may increase performance where the main thread was saturated on busy servers or missions Performance: Fixed Object Cache being over-saturated causing severe performance loss on busy missions with thousands of objects Performance: NEW: Added special option to reduce radar performance impact - can improve CPU performance on lower end CPUs at the cost of some additional visual noise and clutter on the radar screen Performance: Changed amounts of radar threads across different core setups Performance: NEW: Added Lower Refresh HBUI special option. This option will reduce the UI refresh rate to 30 fps, matching the F-14 Jester UI. This will reduce CPU performance impact on CPU limited machines, especially in heavy missions Performance: Fixed INS, ADI and other various system bugs with the “Reduced Tickrate” option enabled Performance: Refactored some JESTER code paths that may have caused lowered performance when an enemy was nearby CTD: Fixed a crash if Saved Games path had non-standard characters (e.g. Cyrillic) CTD: Fixed crash if DCS install path had Chinese characters in it CTD: Fixed crash on empty coords text entry CTD: Fixed some instances of a CTD after damage and ejection Multicrew: Fixed a major multicrew desync error when someone leaves and rejoins (can be another WSO) the aircraft Multicrew: Reduced network load due to an errant buffeting sensor being propagated across the network every frame JESTER AI JESTER: Fixed being able to spot bandits very far away on the radar scope during some modes JESTER: Fixed JESTER breaking some inputs or being unable to correctly set some switches when using HBUI elements (e.g. the Manual) JESTER: Will no longer call aircraft on the ground as BFM threats or targets JESTER: Fixed doubled calls for some calls, and fixed him saying “Gear Up” and “Flaps Up” randomly at times far after takeoff JESTER: Fixed Jester not asking for alignment when starting cold on a runway JESTER: Fixed missile reports having wrong order of words sometimes JESTER AAR: Added JESTER automatically saying "Ready Pre-Contact" to the tanker JESTER: Fixed a bug when cycling the AAR door very fast caused Jester to get stuck in radar-on mode JESTER: Fixed Jester being in wrong DSCG mode when switching TGT-FIND/DT fast HBUI HBUI: Fixed the Map Markers menu causing the Jester UI to freeze and become unusable HBUI: Fixed a crash when entering empty coordinates in the Nav section of the Jester Menu HBUI: NEW: Added Virtual Browser, and added “Online Mode” levels to HBUI. UI and Browser access is now controlled using a Special Option dropdown which allows selecting between: Full - Free browsing Offline - only offline UI features will work Whitelist (Default & Recommended) - sites defined by a special whitelist file are allowed, anything else is blocked Users can customise the whitelist file: hbui_whitelist.txt found in the Saved Games folder. By default it has regex rules, currently covering: Google Youtube Kneeboard.live HBUI: The Virtual Browser now also has a new landing page, allowing users to add their own bookmarks HBUI: Ensured that the Auto Startup clicks use the enforced version bypassing browsers HBUI: JESTER Radial Menu - Small resizing adjustments to the Jester Wheel (thank you amadeus!) HBUI: renamed JESTER radial menu "Unknown" to "Bogey" and "Hostile" to "Bandit" HBUI: JESTER Radial Menu - Added "Navigate To Main Menu" bind for Voice Attack users - will also open the wheel if it's closed, so that it can serve as starting point for any VA macro sequences HBUI: JESTER Radial Menu - Rename "Jester Presence > Enable" to "Force" for more clarity HBUI: Added Special Option to select UI Theme (auto, light, dark) HBUI: Added Special Option to shift head-tracking origin vertically HBUI: Updated in game manual to latest version HBUI: Removed browser forward nav button in manual HBUI: JESTER Radial Menu - Improved keyboard controls (W opens, "Back" closes wheel): additionally to their regular function of navigating forward and backwards in the wheel, W ("Center/Click") and "Back" can now also open and close the wheel Radar & Weapons Radar: Fixed other RWR possibly triggering through terrain Radar: Fixed WSO maverick slew speed wrong Radar: Improved CAA lock reliability Radar: Fixed aspect switch setting wrong closure Radar: Fixed radar gimbal not boresighting in elevation in cage mode with half action held Radar: Fixed radar starting in standby mode despite being off Radar: Fixed caged mode allowing the antenna to be moved in acquisition Radar: Fixed bug allowing a short half second period of time without raycasting Weapons: Fixed TV weapon gimbal limits Weapons: Fixed gimbal limits not being respected Weapons: Fixed sidewinder gimbal limit Weapons: Fixed sidewinder half-aperture size Weapons: Fixed AGM-12C not arming Weapons: Direct mode now shows the correct solution for the depression value in the bombing calculator Weapons: Added time of flight and bomb range to the bombing calculator output Weapons: Fixed various issues with the Shrike WRCS mode Weapons: Fixed Shrikes not updating after settings changed in rearm menu Weapons: Corrected missiles (AGM-45 and AGM-12) ejecting incorrectly Weapons: Made default Shrike volume quieter Weapons: Updated Shrike range calculations and added Shrike range and altitude bias Weapons: Corrected the WRCS AGM-45 Behaviour to give shrike range indications before target insert. Weapons: Changed pylons to rail instead of ejection as this provides a much more realistic profile for AGM-12 and AGM-45A Weapons: Fixed air to ground missiles being fired unarmed if the fuse switch was in the wrong position Weapons: Fixed Normal Jettison consent on ground Weapons: Fixed Mavericks/TV Bombs being jettison despite not being selected Avionics & Systems RWR: Fixed the “New Guy” audio frequency not changing sometimes or playing the incorrect sound. RWR: Fixed diamond not going to new guy contact for a short period of time RWR: Made aircraft radars that used HPRF for track use MPRF instead (WIP: not yet audible, new sounds will be added) RWR: Fixes to E-2C carrier frequency and beamwidth RWR: Fixed Track Only Radars broadcasting with no target RWR: Added fixed radar for units such as the F-86 Sabre (WIP) RWR: Fixed range being displayed incorrectly sometimes Avionics: Fixed JESTER BATH alignment not finishing in conjunction with HDG MEM available Avionics: Adjusted NWS heading hold toggle function: now the AFCS has to be ON to toggle it Avionics: Small fix to alignment completion Avionics: Fixed a bug where the pitch steering needle was jumping on ILS approach Avionics: Fixed AJB-7 heading oscillations when electric power was being applied Avionics: Added a kneeboard page with diagrams for INS alignment options Engines: Fixed nozzles having insufficient oil pressure at idle Engines: Fixed controls dying too soon with the engines off or windmilling Systems: Added ejection and canopy jettison inhibit when canopy is open (and not jettisoned) Systems: Fixed pod and ECM jettison Systems: Fixed neutral horizontal stab position Systems: Minor improvements to hit damage Inputs: Added 2 missing Crew Chief binds (ARI Disengage check and Stab Aug check) Inputs: Added Slow/Fast binds for HSI course/heading and Reticle Depression Inputs: Changed SYNC knob to sync with right click instead of left click Inputs: Updated Chinese keybinds Inputs: Added bind for "Tanker: Intent to Refuel" Inputs: Ensured that all backend-called commands are executed properly. Inputs: Added (fictional) Tape Player Volume Knob (Recorder-On Lamp rotate-to-dim) Inputs: Fixed following inputs that require rebinding: Fixed Radar-Missile CW switch [UP]/[DOWN] binds broken Fixed reversed binds Radar Polarisation CIRC 1 and CIRC 2 Fixed 3-pos switches on radar panel [DOWN]/[UP] binds to skip centre Fixed Pilot Body SHOW/HIDE binds being reversed (and pedal crank) Crew Chief: Fixed GPU not appearing on some occasions after moving the aircraft Crew Chief: Adjusted GPU appearing/disappearing logic Crew Chief: Fixed GPU spool up sound not playing sometimes Content & Visuals Missions: Fixed various issues with training missions (- fixes almost all community reports) Missions: NEW: Added IA missions by Kaba (thank you!) Missions: NEW: Added IA mission Paradise Lost Free Flight by Reflected (thank you!) Missions: Updated missions by Sedlo, Reflected and Activity (thank you!) Missions: Added more slots to Through The Inferno COOP versions Missions: Updated Syria Landing mission to LOC RWY 08, added base Missions: Added base to Caucasus Cold start mission Missions: Updated training missions 1-4 CN localization Visual: Made Cockpit much brighter with Global Illumination Off Visual: Fixed AI afterburner visuals Visual: Fixed nozzle and horizontal stab LoDs Visual: Fixed minor LoD bugs Sound: Possible fix to random sound playing on spawn in multicrew Sound: Fixed gear sound bug on spawn in multicrew. Sound: Fixed Tapeplayer clipping audio Liveries: JASDF Jets now all have olive drab ALQ-131s Liveries: Improved JV Jets nose gear door art Liveries: Fixed JV Jets accidental overpaint on landing light Liveries: Updated IRIAF and IIAF liveries by ISAAC (thank you!) Liveries: Helmets on IIAF/USAF Jet fixed to red helmets (thank you!) Known issues: Important: Due to capitalization changes not propagating properly at times, the "\...\sdef\Jester\contacts" folder is named incorrectly, which will cause none of the essential JESTER calls from that folder to be played. Our sincere apologies. This will be fixed in the coming patch properly, however in the meantime you can apply an easy fix yourself, if you please, after finishing the update: STANDALONE USERS: Either delete the "DCS World\Mods\aircraft\f4e\Sounds\sdef\Jester\contacts" folder and run a DCS repair, and it will get restored correctly by DCS or manually rename it to use a capital C. STEAM USERS: Manually rename it from "\...\sdef\Jester\contacts" to "\...\sdef\Jester\Contacts" (simply with a capital "C" instead). Note: Deleting the folder and running a repair only works for the DCS standalone version. Steam users need to rename the folder manually, please. Manually renaming the folder works for both versions. Sedlo's "Have Doughnut" instant action mission has been fixed based on recent user feedback, but could not be included with this patch anymore. If you like, you can download it from the attachment below, and replace the one in: "DCS World\Mods\aircraft\f4e\Missions\Quickstart". Please also note that following this Hotfix, Klarsnow's Shrike Guide has been updated including detailed explanation of the WRCS AGM-45 mode. You can read up on it here: https://forum.dcs.world/topic/349673-agm-45-shrike-quick-guide-by-klarsnow-updated-june-5th-2024/ We hope you enjoy this update, and thank you again for all of the wonderful support, Sincerely, Team Heatblur F-4E_IA_NTTR_Have Doughnut by SEDLO.miz
    20 points
  2. Introduced new module: DCS: OH-58D Kiowa Warrior by Polychop Simulations New campaign: F/A-18C Operation Mountain Breeze by Sandman Simulations DCS World Ground AI. Late activated infantry units react to explosions that happened in the past - fixed Ground AI. Invisible vehicle travelling causing dust/sand effect - fixed Aircraft AI. F-4E has terrible aim with Rockeye - fixed Aircraft AI. B-52H waggles during bomb run - fixed Weapons. AA missiles. If the lock was lost, in some conditions the missiles went vertically into the sky - fixed VR. Some UI elements are cut off and not shown properly - fixed Fixed crash in weapons MP hot join system FARP warehouse stock movement is not implemented - fixed Weapons. R-24R/T missiles. Corrected motor plume position Weapons. Fixed crash occurred with rail launcher in some cases DCS: F-4E Phantom II by Heatblur Simulations Performance: Major improvements to Radar raycasting performance, especially on busy MP servers Performance: Radar thread affinity changed - may increase performance where the main thread was saturated on busy servers or missions Performance: Fixed Object Cache being over-saturated causing severe performance loss on busy missions with thousands of objects Performance: NEW: Added special option to reduce radar performance impact - can improve CPU performance on lower end CPUs at the cost of some additional visual noise and clutter on the radar screen Performance: Changed amounts of radar threads across different core setups Performance: NEW: Added Lower Refresh HBUI special option. This option will reduce the UI refresh rate to 30 fps, matching the F-14 Jester UI. This will reduce CPU performance impact on CPU limited machines, especially in heavy missions Performance: Fixed INS, ADI and other various system bugs with the “Reduced Tickrate” option enabled Performance: Refactored some JESTER code paths that may have caused lowered performance when an enemy was nearby CTD: Fixed a crash if Saved Games path had non-standard characters (e.g. Cyrillic) CTD: Fixed crash if DCS install path had Chinese characters in it CTD: Fixed crash on empty coords text entry CTD: Fixed some instances of a CTD after damage and ejection Multicrew: Fixed a major multicrew desync error when someone leaves and rejoins (can be another WSO) the aircraft Multicrew: Reduced network load due to an errant buffeting sensor being propagated across the network every frame JESTER: Fixed being able to spot bandits very far away on the radar scope during some modes JESTER: Fixed JESTER breaking some inputs or being unable to correctly set some switches while using HBUI elements (e.g. the Manual) JESTER: Will no longer call aircraft on the ground as BFM threats or targets JESTER: Fixed doubled calls for some calls, and fixed him saying “Gear Up” and “Flaps Up” randomly at times far after takeoff JESTER: Fixed Jester not asking for alignment when starting cold on a runway JESTER: Fixed missile reports having wrong order of words sometimes JESTER AAR: Added JESTER automatically saying "Ready Pre-Contact" to the tanker (if AAR door is opened within 100m of the thanker) JESTER: Fixed a bug when cycling the AAR door very fast caused Jester to get stuck in radar-on mode JESTER: Fixed Jester being in wrong DSCG mode when switching TGT-FIND/DT fast HBUI: Fixed the Map Markers menu causing the Jester UI to freeze and become unusable HBUI: Fixed a crash when entering empty coordinates in the Nav section of the Jester Menu HBUI: NEW: Added Virtual Browser, and added “Online Mode” levels to HBUI. UI and Browser access is now controlled using a Special Option dropdown which allows selecting between: Full - Free browsing Offline - only offline UI features will work Whitelist (Default & Recommended) - sites defined by a special whitelist file are allowed, anything else is blocked Users can customise the whitelist file: hbui_whitelist.txt found in the Saved Games folder. By default it has regex rules, currently covering: Google Youtube Kneeboard.live HBUI: The Virtual Browser now also has a new landing page, allowing users to add their own bookmarks HBUI: Ensured that the Auto Startup clicks use the enforced version bypassing browsers HBUI: JESTER Radial Menu - Small resizing adjustments to the Jester Wheel (thank you amadeus!) HBUI: Renamed in JESTER Radial Menu "Unknown" to "Bogey" and "Hostile" to "Bandit" HBUI: JESTER Radial Menu - Added "Navigate To Main Menu" bind for Voice Attack users - will also open the wheel if it's closed, so that it can serve as starting point for any VA macro sequences HBUI: JESTER Radial Menu - Rename "Jester Presence > Enable" to "Force" for more clarity HBUI: Added Special Option to select UI Theme (auto, light, dark) HBUI: Added Special Option to shift head-tracking origin vertically HBUI: Updated in game manual to latest version HBUI: Removed browser forward nav button in manual HBUI: JESTER Radial Menu - Improved keyboard controls (W opens, "Back" closes wheel): additionally to their regular function of navigating forward and backwards in the wheel, W ("Center/Click") and "Back" can now also open and close the wheel Radar: Fixed possibly triggering other RWRs through terrain Radar: Fixed WSO maverick slew speed wrong Radar: Improved CAA lock reliability Radar: Fixed aspect switch setting wrong closure Radar: Fixed radar gimbal not boresighting in elevation in cage mode with half action held Radar: Fixed radar starting in standby mode despite being off Radar: Fixed caged mode allowing the antenna to be moved in acquisition Radar: Fixed bug allowing a short half second period of time without raycasting Weapons: Fixed TV weapon gimbal limits Weapons: Fixed gimbal limits not being respected Weapons: Fixed sidewinder gimbal limit Weapons: Fixed sidewinder half-aperture size Weapons: Fixed AGM-12C not arming Weapons: Direct mode now shows the correct solution for the sight depression value in the bombing calculator Weapons: Added time of flight and bomb range to the bombing calculator output Weapons: Fixed various issues with the Shrike WRCS mode Weapons: Fixed Shrikes not updating after settings changed in rearm menu Weapons: Corrected missiles (AGM-45 and AGM-12) ejecting incorrectly Weapons: Made default Shrike volume quieter Weapons: Updated Shrike range calculations and added Shrike range and altitude bias Weapons: Corrected the WRCS AGM-45 Behaviour to give shrike range indications before target insert. Weapons: Changed pylons to rail instead of ejection as this provides a much more realistic profile for AGM-12 and AGM-45A Weapons: Fixed air to ground missiles being fired unarmed if the fuse switch was in the wrong position Weapons: Fixed Normal Jettison consent on ground Weapons: Fixed Mavericks/TV Bombs being jettison despite not being selected RWR: Fixed the “New Guy” audio frequency not changing sometimes or playing the incorrect sound. RWR: Fixed diamond not going to new guy contact for a short period of time RWR: Made aircraft radars that used HPRF for track use MPRF instead (WIP: not yet audible, new sounds will be added) RWR: Fixes to E-2C carrier frequency and beamwidth RWR: Fixed Track Only Radars broadcasting with no target RWR: Added fixed radar for units such as the F-86 Sabre (WIP) RWR: Fixed range being displayed incorrectly sometimes Avionics: Fixed JESTER BATH alignment not finishing in conjunction with HDG MEM available Avionics: Adjusted NWS heading hold toggle function: now the AFCS has to be ON to toggle it Avionics: Small fix to alignment completion Avionics: Fixed a bug where the pitch steering needle was jumping on ILS approach Avionics: Fixed AJB-7 heading oscillations when electric power was being applied Avionics: Added a kneeboard page with diagrams for INS alignment options Engines: Fixed nozzles having insufficient oil pressure at idle Engines: Fixed controls dying too soon with the engines off or windmilling Systems: Added ejection and canopy jettison inhibit when canopy is open (and not jettisoned) Systems: Fixed pod and ECM jettison Systems: Fixed neutral horizontal stab position Systems: Minor improvements to hit damage Inputs: Added 2 missing Crew Chief binds (ARI Disengage check and Stab Aug check) Inputs: Added Slow/Fast binds for HSI course/heading and Reticle Depression Inputs: Changed SYNC knob to sync with right click instead of left click Inputs: Updated Chinese keybinds Inputs: Added bind for "Tanker: Intent to Refuel" Inputs: Ensured that all backend-called commands are executed properly. Inputs: Added (fictional) Tape Player Volume Knob (Recorder-On Lamp rotate-to-dim) Inputs: Fixed following inputs that require rebinding: Fixed Radar-Missile CW switch [UP]/[DOWN] binds broken Fixed reversed binds Radar Polarisation CIRC 1 and CIRC 2 Fixed 3-pos switches on radar panel [DOWN]/[UP] binds to skip centre Fixed Pilot Body SHOW/HIDE binds being reversed (and pedal crank) Crew Chief: Fixed GPU not appearing on some occasions after moving the aircraft Crew Chief: Adjusted GPU appearing/disappearing logic Crew Chief: Fixed GPU spool up sound not playing sometimes Missions: Fixed various issues with training missions (- fixes almost all community reports) Missions: NEW: Added IA missions by Kaba (thank you!) Missions: NEW: Added IA mission Paradise Lost Free Flight by Reflected (thank you!) Missions: Updated missions by Sedlo, Reflected and Activity (thank you!) Missions: Added more slots to Through The Inferno COOP versions Missions: Updated Syria Landing mission to LOC RWY 08, added base Missions: Added base to Caucasus Cold start mission Missions: Updated training missions 1-4 CN localization Visual: Made Cockpit much brighter with Global Illumination Off Visual: Fixed AI afterburner visuals Visual: Fixed nozzle and horizontal stab LoDs Visual: Fixed minor LoD bugs Sound: Possible fix to random sound playing on spawn in multicrew Sound: Fixed gear sound bug on spawn in multicrew. Sound: Fixed Tapeplayer clipping audio Liveries: JASDF Jets now all have olive drab ALQ-131s Liveries: Improved JV Jets nose gear door art Liveries: Fixed JV Jets accidental overpaint on landing light Liveries: Updated IRIAF and IIAF liveries by ISAAC (thank you!) Liveries: Updated helmets on IIAF/USAF Jet by ISAAC (thank you!) Known issues: Important: Due to capitalization changes not propagating properly at times, the "\...\sdef\Jester\contacts" folder is named incorrectly, which will cause none of the essential JESTER calls from that folder to be played. Our sincere apologies. This will be fixed in the coming patch properly, however in the meantime you can apply an easy fix yourself, if you please, after finishing the update: STANDALONE USERS: Either delete the "DCS World\Mods\aircraft\f4e\Sounds\sdef\Jester\contacts" folder and run a DCS repair, and it will get restored correctly by DCS or manually rename it to use a capital C. STEAM USERS: Manually rename it from "\...\sdef\Jester\contacts" to "\...\sdef\Jester\Contacts" (simply with a capital "C" instead). Note: Deleting the folder and running a repair only works for the DCS standalone version. Steam users need to rename the folder manually, please. Manually renaming the folder works for both versions. Sedlo's "Have Doughnut" instant action mission has been fixed based on recent user feedback, but could not be included with this patch anymore. If you like, you can download it from the attachment below, and replace the one in: "DCS World\Mods\aircraft\f4e\Missions\Quickstart". DCS: AH-64D by Eagle Dynamics Fixed: MP. SP. CTD at attempt to enter hot AH-64D slot Fixed: CPG WPN page desync in multicrew Fixed: TADS desync in multicrew Fixed: TSD desync in multicrew Fixed: FMC desync for CPG in multicrew Fixed: Synchronization ACQs, Txx and TRN points Fixed: Missiles Shot-At Data Synchronization Fixed: Automatic route point sequencing corrections Corrected route sequencing errors when selecting a different route on the Route Menu (RTM) sub-page or when reversing the current route. WPT APPROACHING and WAYPOINT PASSED advisories corrected. Will only be displayed if neither crewstation is displaying an un-frozen TSD. Distance and direction requirements for automatic route sequencing corrected. When travelling along a route in the same direction as the route sequence, the next point in the route will automatically be selected when within 5 kilometers and passing abeam the currently selected point in the route. When travelling along a route in the opposite direction as the route sequence, the next point in the route will automatically be selected when within 1 kilometer of the currently selected point in the route. When arriving at a point that is not part of the current route but has been selected using the Direct route (DIR) function, the Navigation Fly-To will remain set to that point and will not sequence back to the route selected from the RTM sub-page. DCS: F/A-18C by Eagle Dynamics Fixed: Selecting different nose fuses will produce dud bombs Fixed: Controls lock after 2nd takeoff with SC disabled- MP Only Fixed: GBU-24s and AGM-154Cs do not release if you drop fuel tank first DCS: F-16C Viper by Eagle Dynamics Fixed: Сrash when switching weapons when using unlimited weapons Fixed: Reverse left arm patch orientation Fixed: Bomb mode selection not updating dynamically DCS: MiG-15bis by Belsimtek Added Kola Instant Action Missions Campaigns DCS: F-14B Operation Sandworm Campaign by Sandman Simulations Mission 10: Chatter about killed enemy AWACS may at wrong time - fixed DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Mission 0: Wingman not rejoining. Fixed. Mission 1: Not receiving full points when all targets destroyed and RTB - Fixed. Pig-2 not starting when triggered (sometimes) - Fixed. Added several new Pig-2 voiceovers. Mission 2: Added several new Pig-2 voiceovers. Adjusted scoring objectives. Added several Time Accel zones. Mission 3: Pig-2 not starting when triggered - Fixed. Added several Time Accel zones. Mission 7: Friendly armor blocking taxiway - Fixed. DCS: F/A18C Raven One by Baltic Dragon Mission 2: introduced a fix to a new AAR bug introduced with last patch: Smoke should refuel normally without breaking the mission Mission 3 (and shorter version): introduced a fix to a new AAR bug introduced with last patch: Smoke should refuel normally without breaking the mission DCS: Mi-24P The Border - Prequel Campaign by Armen Murazyan Mission 4: Fixed a script error when destroying infantry DCS: F/A-18C Operation Green Line Campaign by Badger633 Printable mission briefs updated. Mission 1: Removed trigger fail. Improved voice timings. Note added to brief. Mission 2: Fail zone adjusted to prevent early fail WP1. Note added to brief. Mission 3: Optional ability levels added. Unexpected fail fixed. Note added to brief. Mission 4: Moving zone fixed. Optional ability levels added. Note added to brief. Mission 5, 7 to 12: Note added to brief. Mission 6: Bulls corrected to WP3. Note added to brief. Mission 5,9,10,11: Temporary fuel bug fix. DCS: F/A-18C Serpent’s Head 2 Campaign by Badger633 Mission 8 all versions: Missing goals fixed. DCS: F/A-18C Rise of the Persian Lion 2 Campaign by Badger633 Missions 8, 9-1 9-2 and 12: Matrix will no longer refuel but stay in formation to prevent mission fail due to current refuel bug Mission 13: Sometimes, for some pilots Sting intermittently refuses to attack, fixed. DCS: MiG-21bis Constant Peg Campaign by Bunyap Campaigns Fixed: Not possible to complete Mission 1 due to the opposing coalition of a friendly F-5E
    18 points
  3. It will be active on the store the same time we patch. please be patient. thank you
    15 points
  4. Early Release of the OH-58D Kiowa Warrior Manual Dear DCS World Pilots, We are excited to anullnnounce the early release of the manual for our upcoming OH-58D Kiowa Warrior module. This comprehensive manual is now available to help you familiarize yourself with the systems and operational procedures of the OH-58D Kiowa Warrior for DCS World before its official release. Please note that this is the initial version of the manual and our team is continuously working on improvements and updates. By studying the manual in advance, you will be better prepared to fully immerse yourself in the capabilities of the OH-58D Kiowa Warrior from day one. Key Features of the User Guide: Detailed Systems Overview: Explore the intricacies of the OH-58D's avionics, weaponry, and sensor systems with clear, step-by-step explanations. Operational Procedures: Learn the standard operating procedures, including startup, navigation and communication. Visual Aids: Benefit from a rich array of diagrams, screenshots, and checklists designed to enhance comprehension and usability. Updates and Improvements: Stay current with the evolving capabilities of the OH-58D Kiowa Warrior as the guide will be continuously updated to reflect the latest module enhancements and community feedback. Ongoing Updates: As the DCS OH-58D Kiowa Warrior module evolves, so will our User Guide. We are committed to providing you with the most up-to-date information, ensuring you have access to the latest features and best practices. Keep an eye out for regular updates, which will include new content, corrections, and improvements based on user feedback and module advancements. Fly safe and see you soon™! Sincerely, Polychop Simulations OH58D_User_Guide.pdf
    11 points
  5. I gave Polychop a vote of confidence for the first time and I regret about 30% of the purchase of pre-ordering. The Kiowa flight model is very fun to fly and I really liked that. The sounds seem very low. I don't know if it was recorded from the real aircraft like the modern modules. This aircraft should be sold with early access because of the points below. Things that need to improve A LOT. 1 - External textures seem to be in low resolution. 2 - External model very low in polygon count. It looks like the modules released about 8 years ago in DCS. It doesn't have the same level of detail as the modern modules. 3 - The animation of the ammunition when firing the .50 doesn't exist. The ammunition doesn't move in the ammunition belt and it doesn't empty when all the ammunition in the .50 is used up. 4 - There is no damage model like the Mi-8, Huey, Apache among others. You can see in the video that the aircraft is indestructible. If all these things were resolved before release the module would be worth full price.
    8 points
  6. Understand! The Kiowa, with these problems I mentioned, makes it already outdated graphically. If this weren't a problem, ED wouldn't be updating all of its modules to current standards. Even the BO-105 had to be remade because of this. The same thing happened to the A-1H from Crosstail Studios. In the future, new modules will be released and, whether we like it or not, the graphics will be a weight on the scale. There's also the issue of AI, which I won't even comment on because everything has already been said in the other topics. I'm sure this can all be fixed, but what really bothered me was that this aircraft didn't deserve the full price. It's simply early access masquerading as "full".
    8 points
  7. So aside from the damage model all your gripes are visual? That sounds like a good release to me.
    8 points
  8. Trying not to veer too much off topic but many years ago as a modern F1 fan and avid sim racer I was on the fence about Grand Prix Legends. I had little interest in 1960s F1. It proved to be the de facto race sim for many of us for many years and communities were built around it, nothing came close, it was a milestone in sim racing history. I feel a bit the same about the F-4E, whilst I recognise it as an iconic aircraft much like the F-14 I wouldn't see myself as a fan. Until I got to fly it and both the way it is modelled and how the systems work just seem to fit like a glove. I have been a DCS fan for several years and have flitted between many aircraft which I have enjoyed doing but this feels like I have finally found the one aircraft I want to invest the time into learning and flying. This feels much like my Grand Prix Legends moment and the 1960s F1 cars I didn't know I wanted!
    8 points
  9. I guess I just don’t fit in with the new breed of sim player. I don’t own the Kiowa, nor do I plan at this time to buy it. I also don’t understand the trend of cinematic videos and screenshotting everything to post. I buy modules (to pretend) to fly them- not stare at them on a screen
    7 points
  10. I made these videos not to tarnish the Kiowa's image, but to show what people are buying. If it were an early access version, I would understand all these problems, but for a "full" version, I felt cheated. It doesn't even have a damage model. I remember the videos of the people who did an "early access" version saying that it didn't represent the final version, but in the end we received the same product as they did. Despite everything, I'm enjoying flying it, even though I find it extremely easy to fly. I even wonder if all the physics are implemented or just a simplified flight model. One thing is for sure. I will never buy another product from Polychop. It's the first and the last.
    7 points
  11. So you guys made a video and promised a release in "Two Weeks TM". Everyone knew you were joking. You guys delivered. CONGRATULATIONS! And thank you! Instantly rewarded with purchase. Three cheers to Polychop!
    7 points
  12. I have purchased this module. I am interested in the aircraft and Polychop is not Razbam. I will let ED and Razbam resolve their differences and will keep enjoying DCS on the meantime as I have been doing since they released the first version of the A-10C long before DCS World existed.
    6 points
  13. As I mentioned earlier, I had to pause all development on the German pack update since there are so many broken assets. And it stays paused until I have figured out solutions for the 13 assets that still doesn't work.
    6 points
  14. You won't buy it because they won't let you purchase it before it's available for purchase?
    6 points
  15. https://store.heatblur.com/blogs/news/dcs-f-4e-post-release-update-changelog Hier mal der Changelog für den anstehenden Patch.
    6 points
  16. Thing is, I really don't feel like adjusting my settings on a per-module basis. Ideally every single module in DCS would be at the exact same volume so that we can adjust our settings for optimal immersion while also not angering our neighbours. As I said above: AI helicopters flying miles ahead of me are louder than the helo I am sitting in, without doors... That's an issue that should be fixed.
    5 points
  17. I'm eager to hear a pilot with RL experience comment on that. While it's certainly easy to fly, it felt like a helicopter. I have no idea how good the SCAS is in the real Kiowa, but my flight was so smooth I had to double-check if the mission had wind and turbulence - which it had. I am no real pilot but the difference with the old Gazelle is night and day - in a good way. So PolyChop certainly improved quite a bit in that area, and as far as I understand they have cooperation from Bell so I'd expect the FM to be at least decently accurate. At least we know Casmo gave the module his seal of approval and he felt very sincere to me, especially since he expressed scepticism at first before he got his hands on the module.
    5 points
  18. Why did you feel the need to tell it here? No one cares! [emoji2373] Sent from my SM-A536B using Tapatalk
    5 points
  19. Thank you all once more for the very kind feedback, the kind words, and great input and suggestions since the release of the F-4. As the hotfix is out, I would like to kindly invite you all to continue the discussion there: Thank you again, from all of us at Heatblur.
    5 points
  20. v 1.2 (actual) DOWNLOAD LINK https://www.mediafire.com/file/0jfmq1akxec3q4x/Cold+War+Assets+mod+v+1.2.rar/file 24.06.2024 Tu-126 AWACS aircraft with Liana radar (predecessor of A-50 Shmel). Detects ships and aircraft at a distance of 200-300 km Tu-128M Long-range interceptor, works in pair with Tu-126 R-4TM and R-4RM AA missles, IR and SARH, 25-30 km range. Added simple collision shell for Tu-95K and Tu-126 so they could be shot down with a gun. KSR-2D decoy missle by Beldin for Tu-16. Readme in Doc folder. KSR-5 speed corrected B-58 wing tips position fixed No new liveries and numbers BANO and landing lights for Tu-126, landing lights for Tu-128 Material names are now unique for Tu-95K, Tu-126, Tu-128 18.06.2024 Tu-95K Kh-20 (AS-3 Kangaroo) long range AShM/Pinpoint attack missile B-58 Hustler Bombing and recon tasks. Mk-83, B-43, B-53. Yak-28 Interceptor and bomber role AA missiles, unguided rockets Various FABs and tactical non-conventional weapon No gun for now Tu-16, Tu-22KD, Tu-22D Shaders/Normals 3D issue fixed (thanks uJeka forum user) RDS-37 H-Bomb added B-47 Bomb bay with Mk-84 and Mk.53 H-Bomb added Textures improved slightly recon task added v 1.0 11.06.2024 Tu-4K KS-1 Comet (AS-1 Kennel) missile Tu-16 KS-1 Comet (AS-1 Kennel) late KSR-2 (AS-5 Kelt) Antiship and anti-radar missile KSR-5 (AS-6 Kingfish) Antiship and anti-radar missile FABs from 250 to 9000 kg Tu-22KD Kh-22 Antiship, antiradar and anti-surface missile FABs from 250 to 9000 kg Tu-22D FABs from 250 to 9000 kg RN-24 and RN-28 munitions B-47 work in progress GAM-63 AS missile Note: for antiship tasks use both antiship and anti-radar missiles. Credits Tu-4K based on DOL's B-29 and Stonehouse Tu-4 Scripts based on Currenthill's, Hawkeye60's, JSN64 mods. FAB-9000 model and texture by Marco1985_IT.
    4 points
  21. APKWS is laser guided missile or rocket (it's sort of both, because it is based on hydra rockets). The advantage of that solution is that any aircraft able to fire hydra rockets may technically be retrofitted to fire APKWS. AH-64E is able to fire APKWS natively. AH-64E block II that we have in DCS is not orignally equipped with APKWS, those missiles/rockets were not available when block II was introduced to the service. So it is lacking any features to properly define APKWS to the fire control system. This is however not so much of a problem, because APKWS is guided, so there is no need for a very precise ballistic solution. Seems like APKWS from my mod have to be fired in ground stow mode, forcing the launchers to aim straight ahead, instead of being elevated down. There is no provision for laser code selection, 1688 is the default code for modded APKWS, IRL laser code may be set by the ground crew, but I don't know how to add the tab in the AH-64D kneeboard to set the laser code for APKWS. Adding rockets to the Apache seems like not very straightforward process, so to do this quick I had to replace some existing configuration. I have decided to replace the combination of HE and illumination rockets. This is because I never use that combination, and also because I can have both MPP and HE APKWS variants loaded at the single launcher using the famous AH-64D rockets zone feature (allowing to select which one I want to fire mid flight). Effects aren't bad. With proper launching technique, from correct altitude and with correct pitch, I am able to score >4 KM direct hits on enemy vehicles. Keep in mind that this is quick and dirty APKWS mod, it requires changing of the weapon definitions in DCS so it will break MP compatibility, after more testing I am planning to release it. EDIT: More testing. That's a fracking tunguska, at 9.6 clicks range, no way APKWS can make it, right? Actually it made it! Altitude of above 3000 ft, tell you'r George to slide back in H-B mode (to get that extra superelevation), fire APKWS, wait about 10-12 seconds before lasing, watch it burn!
    4 points
  22. The Willy's Jeep Add On Inside you will find a large collection of Willy Jeeps Covering many types and era's Most are CA compatible Many are armed All are beta A saved games install OvGME ready Free models from many different sites with creative commons license Enjoy My Jeeps! https://www.dropbox.com/scl/fi/sbtm0jxo5kelc7pdihoio/Willys-Jeep-Add-On-V3.0.1.zip?rlkey=ew64jh5vlgg1kplq26p1ng3ex&st=gklpo1wl&dl=0 We got Patton! He has his own personal Jeep with General plates!
    4 points
  23. Didn't say that. But I know that if I'm close enough to sniff the polygons, I'm probably going to get about one frame to see, process, analyse, and criticise it before I disappear in a midair collision. So I can stomach a moderately subpar tenth of a second, compared to the enjoyment of actually flying and fighting the thing. I buy modules to play, not to polish them and put them on a shelf next to a sunny window.
    4 points
  24. That is a pretty bone-headed comment. The guy flew Kiowas for over 10 years and has commented that he likes it and that it rivals and in some areas even surpasses anything they had in the Army to train with. What are your bonafides, being a career complainer?
    4 points
  25. No its not.... if beauty aint your thing go ahead and fly the thing. But personally i demand topnotch textures for a topnotch dollar price. Im done with halfbaked modules.....
    4 points
  26. Amen! Paid $60 for the phantom and 55 for the Apache. 70 bucks for that 3d model is a slap in the face. Also, only thing was a worth a buy for me was the drone thingy....Not usable btw. You can only see video feed.
    4 points
  27. It worked fine for me, with the default Instant Trim as defined in the Special Options. Which setting have you selected? You're sure Force Trim is ON in the cockpit? Other than that yes make sure FFB is set correctly, since an incorrect setting given your hardware can cause issues (people had problems trimming in the F-4 as well if they had FFB ticked and use a non-FFB stick).
    4 points
  28. I saw the video, unfortunately, it doesn't look good like for "no EA" status. In case of zero bullets, it should not still show bullets on the tape on external view / from the cockpit. Textures are also not today's standard, they look more like 1024x1024 pxt (or less?) and that's the maximum (do you have High lvl for textures in the DCS settings(?), not to mention DM. Btw. textures could be ok (can you check the resolution?), but it could be a problem of 3D shape of model - texel density?
    4 points
  29. I was also surprised over the mediocre graphics on the metal switches. Also on the weird contrasts. Very 2013 Not even close to the level we've gotten used to in other modules. And also the .50 sampled loop sound. Polychop does not have the best sound guys. But today I celebrate. Later I'll complain. ..or not.
    4 points
  30. Check your FFB setting in Misc.
    4 points
  31. Okay Guys, so I just set up and tested the AI Pilot and it is glorious. Suggestion for keybindings (on a warthog grip). AI Pilot on\off - Quick disconnect lever AI HUD - NWS button Command Hover - Missile Step button Increase/Decrease Altitude - DMS up/down Drift left/right - DMS left right Speed increase/decrease - TMS up/down heading left/right - TMS left right Everything else is specific maneuvering commands that doesn’t need to be on the hotas imho.
    4 points
  32. Thank you for the kind words, guys! Made a couple of edits and corrections for better clarification, also note that the shrike guide has been updated, I included the link.
    4 points
  33. Thanks a lot for those beautiful Badgers! I'm the one who made the metallic soviet Badger-Skin for the H-6, but from now on, I'll use your mod now instead. Great work!
    4 points
  34. Will be hopefully fixed in the next patch, and is already in testing. Thank you all!
    4 points
  35. I also have Tu-22KD Blinder. But it's 3D model and texture are old, near Lock on level. I will release this plane as placeholder for Cold War scenarios, and replace as soon as I find or create proper textures and render. As for now, textures sligtly repainted and enlarged by AI-algorythms. There is only one weapon - stock Kh-22, so I think Tu-22 will be released in a couple of days.
    4 points
  36. Just a heads-up so nobody is really surprised/frustrated on Friday: There are 4 slots for the F-4 which is the case in most missions. In some missions, it's just 2 slots. That depends on each mission's scenario and the available aircraft in general. I know the F-4 is the hype train right now, but I can't go along with it for two reasons: 1- I must always figure out a way to keep teams balanced in numbers and flooding the missions with F-4 slots would do the exact opposite. 2- My missions have always had limited number of slots for any aircraft while keeping the MiG-21 and the F-5 as the main modules in most, and that's how I want to keep it. I'm away till Friday. Hope to see you airborne then.
    4 points
  37. 1) There is FAB-9000 in Hawkeye60’s Tu-23M mod. I didn’t rename this weapon so they are conflicting 2) Also old Tu-4K is to be deleted before installing new mod. And thanks all for the kind words!
    4 points
  38. Just to give everyone a heads up, there will be a huge-ish update this month, depending on a few life variables, testing, if not June, definitely July.. I will attach preliminary change log so far from last public build until now, in order (top is older, bottom is newest changes):
    4 points
  39. Status update Weapon issues with DCS 2.9.5.55300 As you remember, there are currently two issues at hand. Issue #1 - Affecting all SAMs using TVC - making them go haywire and flying everywhere All affected missiles in all the affected country packs have been fixed. Tests are finished and everything seem to work as intended. Issue #2 - Affecting all missiles using the old DCS missile parameter set - making them fall short of the intended target As I mentioned before, this issue is a bit more tricky as it can't be reproduced with DCS core units (as ED has migrated all their weapons to newer parameter sets), and therefore we can't submit a proper error report to ED. I'm working weapon for weapon to see what I can come up with. The solution for guided artillery shells seem to work as intended. With the added benefit that guided shell will now also have the firing effect (this was a known limitation in my current version). There will also be separate artillery assets for unguided and guided shells. There is unfortunately no solutions for the other assets (beyond the guided artillery shells) yet. Here's the preliminary list of assets affected by issue #2 (green means the issue has been solved): HIMARS ATACMS HIMARS PrSM HIMARS PrSM antiship HIMARS GLSDB HIMARS GMLRS M270 GLSDB M270 GMLRS M270 ATACMS M777 Excalibur B-21 AGM-88G DF-21D PCL-181 GP155 Type 055 YJ-21 Iskander 9M723 Grigorovich Frigate RBU-6000 Artillerisystem 08 Excalibur PzH 2000 Excalibur Issue #3 - Affecting ATGMs I have fixed the ATGMs, but unfortunately I had to remove the top attack mode, since I haven't found a good enough solution, that's consistent. So we'll have to live with direct attack mode until further notice, but they work against both ground vehicles and slow helicopters. Here's the preliminary list of assets affected by issue #3 (green means fixed): AFT-10 HJ-10 CV9050 Spike LR2 RBS 58 FGM-148 I'm currently cleaning up the packages and creating incremental updates that will fix the ones in green above. That will give me time to develop solutions for the remaining issues, while at least all SAMs, artillery and ATGMs work as intended.
    4 points
  40. First post updated. Tu-16 with KS-1 late, KSR-2, KSR-5 ASh and ARM missiles and FABs 250, 3000, 9000 added. Please look at scheme how to attack carrier strike group. Use different vectors. Frontal battle order. Use Atniship and ARM (passive seeker) missile simultaneously. These are combat instructions from real manuals. To destroy one carrier strike group, it was planned to use up to an air division of Tu-16. It is about 80 aircraft. For many, it was a one-way ticket. Mind the flying height when plane equipped with ARM missiles, for 100 km it's 2-4 km, for 200 it's 7-8 km to see the target.
    4 points
  41. The problem is that it's not EA, and yet it turns out that it is EA, maybe close to RC but not without problems. People paying full price rather expect to have everything perfect, because it's not EA. I think it would be safer to adopt a slightly different policy at the start, I suppose.
    3 points
  42. Where did you see it written that they will fix it? If you have the link please post it here. Thanks!
    3 points
  43. Well I just made an ass out of myself on national television. I owe my wingman an apology for telling him he was wrong. I was the one who was wrong. Much appreciated for the assist on pointing that out! I have no idea why I was looking at the wrong gauge. Sorry Zipper!
    3 points
  44. Zu 1. Ja Menschen sind da einfach naja sagen wir mal höflich sehr eigen Zu 2. Ich persönlich habe keine Ausladende Stirn, somit sitzt das Polser flächig auf meinem Gesicht und fühlt sich nicht schlecht an Kopflastig ist sie schon, aber mit dem TopStrap, kommt heute weil unverstänlicher Weise nicht gleich mit drinn für den Preis. sollte das aber deutlich besser werden. Habe noch ein Kopfpolster von meiner G2 gehabt und das genutzt, somit sind für mich auch 4 Stunden in der Brille kein Problem. Gerade der Tragekomfort ist aber ja sehr individuell. Zu 3. ja Mechanisch würde wohl auch gut gehen, aber cool ist das ganze schon vorallem weil, wenn du die Brille mal abnimmst und wieder aufsetzt das System sofort nachmisst und korrigiert sobald der Abstand verstellt ist Zu 4. ja habe die Brille erst ohne QFR genutzt und hatte um die 50 FPS, im gleichen Szenario mit QFR komme ist fast immer auf 72. Generell fühlt es sich mit QFR einfach flüssiger an. Kommt halt immer darauf an was an Details man unbedingt will. Da können dann schon auch deutlich weniger FPS an gewinn kommen. Müsste ich genauer testen, will aber nicht ständig alles umstellen Die Controller sind gut verarbeitet und das tracking läuft eigentlich auch recht gut, nur wenn du nah am Körper bist hängt es ab und an mal. Ist ja aber auch logisch Ich spiele auch mal VR shooter und konsorten, da läuft das Tracking gut bis sehr gut und die Controller passen dafür völlig. Habe die Standart Lautsprecher am Anfang gestestet, fand den Sound völlig i.o. nur etwas schwachbrüstig im Bass, da war die G2 besser. Jetzt habe ich aber die Dmos, die sind echt super. Richtig guter satter Sound, konnte am Anfang nicht aufhören den Rotor bis kurz vorm bersten zu bringen, weil es sich so geil anhört Das sie über den Ohren schweben ist echt angenehm, würde keine Schließende Lösung haben wollen, so kannst du sie dir schnell und einfach vor die Ohren ziehen und musst nicht fummeln
    3 points
  45. It has been announced as being part of the patch scheduled today.
    3 points
  46. Noted, thanks! Will adjust. Flare spam was supposed to have been fixed, I will have another look.
    3 points
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