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Showing content with the highest reputation on 06/06/24 in all areas
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17 points
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Очень хотелось бы какого-то разрешения конфликта между ED и Razbam. Текущая ситуация очень сильно вредит всему сообществу, так как спустя месяц продолжается полная неизвестность о будущем модулей, а так же создает не самый приятный прецедент для внешних разработчиков. В сети уже было сломано огромное количество копий по поводу кто прав, а кто виноват, но в конечном счете страдают игроки, которых господин Грей все так же благодарит на "непрекращающуюся поддержку и страсть". Звучит уже немного цинично. С учетом того, что каждый патч в ДКС что-то ломается, в довольно обозримой перспективе модули Razbam могут стать малопригодными для использования из-за прекращения поддержки разработчика. Что удивляет еще больше - эти модули до сих пор доступны в продаже, по факту на данный момент являясь abandonware. Коментарии от других сторонних разработчиков были довольно скудны, но очевидно что нынешняя ситуация неприятна никому. Уж лучше ужасный конец, чем ужас без конца.16 points
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I think that's kind of the idea. Military helicopters have assists ("easy to fly") so they can focus on the mission of putting warheads on foreheads. The 58D is a highly modernized/upgraded version of the Bell 206/TH-67 if you trace it's roots. Never was supposed to be a very complicated helo to fly. I fly the Bell 206 and 505 professionally IRL, and I am instructor-rated. Polychop's model feels the best of any sim Bell model I've ever flown without being in a full FAA-rated sim (and in some ways, this one is still better). Caveat, I've never flown the 58D, but this thing picks up and hovering/taxiing maneuvers feel spot on for every single engine Bell helo I've flown.12 points
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I'm also surprised and disappointed of the 3D model quality and textures in 2024. This is max. 40-50 bucks territory. Also when it comes to system complexity and weapon variety. It's not that much. Premium price makes me expect premium quality. When i look down, out the window in VR and see the texture resolution of the skids... It shows.12 points
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I only have about 2000 hours in the KW, but it seems true to life IMO. Great FM and the best I've seen yet on a DCS helicopter. Big thanks to PolyChop for not going down the ridiculous VRS path that other devs can't seem to get over. You don't fly around worrying about settling with power all the time. Second best model IMO. Only issue is the unrealistic VRS implementation.11 points
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11 points
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If I recall correctly, most of what you have mentioned here, you mentioning previous in other threads watching youtube videos before release, so you were aware of the texture quality and animations. Why did you decide to buy immediately, and not even wait 24hrs after release - without first confirming that your concerns had been addressed, and then come out surprised and deeply regretful of what you purchased as though you did not have that prior knowledge? I'm also interested to know what do you think non-EA means? My understanding is that it's supposed to be feature complete. It doesn't mean it's perfect, without bugs, or with no improvements to come. There are many non-EA aircraft in DCS still being improved. I have the same expectation with this. I think the simple solution here is for a clearer understanding of expectations of what a non-EA module is supposed to have vs your perceived expectations. As someone who hasn't purchased yet, I was interested in your review. That quickly changed after seeing the way you've responded. The only concern remaining now from what I've read from you that is a factor is the damage module. And that's a legit concern. However the other comments and reactions you've given quickly have me questioning your "It's indestructible" claim and the credibility of the review, because of the perceived emotion and negative bias towards PC to start with. And if the damage modelling is truly flawed to the point of it being indestructible, why are you blaming solely PC and not including ED? This is as much on ED/DCS as it is Polychop if it's this bad. It should have been picked up on by DCS and the beta testers, and if it was, release should have been halted until it was fixed. If it wasn't picked up on, maybe you have discovered a bug in the damage module that hasn't been noticed before, and if so - I'm sure it will be addressed. It would seem that instead of "I will never buy again from...", a more reasonable approach may be "I will never buy again within x days of release". You may save yourself a lot of disappointment and pain from any dev, not just PC by simply waiting for a release in the wild for a day or two and seeing what is right and what's left to be done, especially if your expectations is higher than most, and if you've already picked up on issues prior to the release. The one thing I am interested in from you is how you go with your refund request. If you're really as concerned and disappointed as your post indicates with your 'never again' approach to PC - it would make sense that you regret your decision and want your money back. The best chance of that is to apply for an immediate refund not even 24hrs out. I'm interested to know how smoothly this goes, especially if you purchased direct and not from steam.11 points
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10 points
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Will be hopefully fixed in the next patch, and is already in testing. Thank you all!10 points
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It’s 2024! The 3D model quality and texture of the OH-58D helicopter, which has been developed for four years, can be said to be completely unworthy of its high price of US$70. It is really surprising and disappointing! Please take a look at the image and 3d model quality of the recently released F-4E9 points
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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.9 points
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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
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So my friend. With this mindset, DCS should never have received all the graphical improvements. If the modules are having a high quality release standard, it is normal for everyone to go down this path. It is as I said before, new products will be released and the graphics part is something that weighs on many DCS users. It is not for nothing that I abandoned BMS because of the graphics and now the community is striving to improve it. If it was going to be released in this state, it would have been better to have released it as early access. That way you could say "Early access is not for you, wait for the final product."... If I paid for a complete product, the minimum should be complete. Unless Polychoop is not going to update the 3D model and textures and it will stay like this forever. If graphics didn't matter, nVidia would stop releasing graphics cards with high processing power and games would be Minecraft for all eternity.7 points
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Given the avatar this sure looks like a reliable source. Are you trying to answer my point, regarding the fact that the OP has no real-life reference to evaluate if the FM feels right, with some comment from some guy on the internet? In that case, thank you very much for such a valuable contribution to the conversation. I wonder how we could have done without it. Edge cases are not what is discussed here, OP just said "I took off and hovered, it's easy, therefore the FM could be wrong, I question if it is a sim".7 points
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7 points
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Inspected it in the modelviewer and would recommend to double the resolution of the textures and not choose that hard texture compression. There are very visible color compression artifacts everywhere on the hull. Didn't expect this in 2024.7 points
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Thanks for the unbiased review. I agree with you. If it was an EA, it would have been a pretty good release. If damage modelling had been done properly, I could perhaps accept it as a non-EA. It's open ended now what may or may not be fixed and when. With all due respect to Casmo, and I do follow his vids, I think he takes a more relaxed approach which is fine, to each his own. I think in terms of FM and systems, it's more or less there with some improvements to come I'm sure. But not all consumers are the same (obviously). The more discerning ones who pay full price for a non-EA expect a module that's in a similar state to other modules that have come out of EA. I believe that includes better graphics (in 2024), animation and proper damage modelling.7 points
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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.....7 points
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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".7 points
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6 points
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Thank you, we will check the reports and see what the issue is. It is generally important to differentiate between "i see the contact on the screen, Jester why dont you see it as well?" and "theres indeed no target on the screen, perhaps jester just doesnt set the antenna, gain and similar right to make him appear on screen". Jester is still awaiting several planned improvements on latter topic.6 points
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I'm sorry but i have to disagree. Good for the ones not caring what it looks like.... i mean if you wanna fly a carton box with rotors on top to keep the poly count low to get better FPS be my guest. But i want the best of both worlds and demand nothing less for myself. Have you looked at the F-4 Phantom from within the pit and external? Man that sort of passion in developing gives me goosebumps! That's what i want as a customer. I'm spending a fortune on hardware because i want the quality that most can offer and that's fine because its my passion as well. In all honesty i cant judge on the flight model and systems implemented since i don't have the module. And as far as i can see people are pretty positive and happy about it, kudos and good job to Polychop for the hard work and dedication in this department. But that doesn't mean that we cant give feedback or base our choices on buying a module because A: The price is really high compared to other modules and B: The external module (graphics and damage) model are far behind other developers. Anyways i hope Polychop can bring this beautiful helicopter to the same standard as other modules in the eye-candy department and then they will have another customer to their list.6 points
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This is trolling. And baiting. You know perfectly well what people mean to say. Good try though.6 points
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Thor, as much as I understand YOUR personal subjective impresion, as less do I understand your missing objective assessment in regards of the external overall appearance. Just for my understanding: Are you using the helicopter to seriously take part in missions or campaigns on MP servers (or even as a SP?) to make use of all the implemented systems that THIS Kiowa festures that gives so much benefits on the battlefield? Have you even tried them out yet especially in multicrew (which I doubt but correct me if I state wrong)? Or are you more like a gameplayer just flying around in externeal view without bothering the features or systems in this bird? Sorry for beeing sarcastic here but it is called: Digital Combat SIMULATOR and not Digital Eyecandy Presenter. Don't get me wrong. As I stated above I do respect your own personal subjective impression but I'm getting the thought you want to convince the rest of this great community that your truth is the one and only. Of course: Everybody is lurking for a great exterior and fine modelled interiour. And IMO PC did a fantastic job on this not beeing behind other modules, especially in comparison to the AH-64D or the awesome F-4! It is all about of what one want or of what one doesn't want to see. But hey: I am fortunate that you can explain your points to me and the rest of the comunity based on your facts and on your knowledge of detailing pixels in accordance of those screnshots taken of the modules you took for comparison (Kiowa F-4 and AH-64) Cheers6 points
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I do, I argue with those not adult enough to take responsibility for their own choice of buying it. We talk about 15$ max in difference. Not millions like some seems to think. The rivetcounting and search for breaches in fm is mind blowing. It’s like they bought it just for the fun of whining. I have abandoned most fb DCs groups because of these whiners and angry buyers. Truth is, many are crusaders looking for a just cause to fight a battle. This is not a chopper I expected to be my favorite, but it is growing on me. I will fly it and learn it and enjoy it hopefully. But I fly it like a chopper. Of course it got its flaws. Huey still got its flaws, who expected it to be without them? Anyone?6 points
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The Apache is known to still need work on the FM. Let me get this straight: Casmo has flown the KW for years and says "yep, this is pretty much as good as it gets for helo flight models in DCS", yet you doubt based on no flight experience? Simulation doesn't mean hard especially when aircrafts are equipped with systems like SCAS. Sometimes it is good to listen to experts instead of some misguided belief.6 points
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Turn off the SCAS and see what you think. I think the SCAS just works well (like it should), and the underlying FM is really good.6 points
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I really believe this site looks more and more like Facebook comments. If someone feel they should not have payed full price for it. Why the h…. did they do it then? I have seen pictures for month, seen all the videos. To me it looked very similar. I find it well modelled and the poly’s I see , I did see on the videos. I even got to see a long video of a satisfied real Kiowa pilot flying this thing. Not a thing was a surprise to me. This is a solid piece of software and I will learn everything about it. This is going to be fun6 points
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Really disappointed in the low-res textures for a $70 product being discussed on here. Very surprised by this compared to every other recent DCS release. Maybe it's a bug?6 points
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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-5E6 points
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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.miz5 points
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It's Betty's brother Wilbur. He's a smoker.5 points
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I won't argue about the price, but I bought it yesterday and I wish every Early Access I have paid for came as complete as this one. I'm not happy with the general EA enviorment and I wanted to reward Pollychop for their decission to aim as high as possible even knowing there will be a lot of work to do after release and I don't regret it. I din't have time to torture the FM or do the rivet-counting. Took it for a ride to get the feel, tried some hoover, basic gunnery and now I'm configuring it to my like and getting deeper into the systems and procedures. It feels better the more you get into it. I can't wait for the next flight.5 points
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Nur mal so als Hinweis es gibt das kostenlose Programm MayCAD da sind sämtliche Aluminiumteile enthalten so das man sich schön am PC sein Rig planen kann.5 points
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It appears that the module is actually an unfinished one like the usual "Early Access" DCS modules that are newly released. Unfortunately Polychop elected to claim it as being finished and charge the full price instead of giving the usual Early Access discount. That is a disconcerting and while I was really looking forward to purchasing it, I will wait to see if it ever improves to the point of being worth $70 to me.5 points
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Well, I was wondering the same thing. It's too easy, almost arcade like. But reading others answers here and watching Casmo videos, it hit that me that it may be right. After all, stabilization systems are to make things stable. If you watch videos of real life helo operations, they are stable, pilots can put them in tight spots, can maneuver easily, can hold a hover without too much trouble. I particularly like videos of MH-60s doing VERTREP: they can hover over a load over a moving platform, transport it to another moving platform, time the load swing right, stay a few seconds over until the load is dropped and do it again. If the chopper was not stable, they would be fighting the controls all the time and not being able to do that over and over again. And now we have two different worlds to compare: one without active stability, like the Huey, where everything vibrates and moves and shakes, but it is stable, you can hold a hover and get to speed and fly it easily. The notable problem with the Huey FM is slowing down below 40 knots where it loses a lot of lift and falls like a brick. The other are the actively stable, like the Ka-50 and the Kiowa. The Ka-50, for instance, is very stable. I know that the coaxial rotors and the lack of a tail rotor helps a lot, but even so, its SCAS system maintain it very stable. So, getting back to the Kiowa, it may be how a helicopter with flight stabilization should behave.5 points
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5 points
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Check the bottom of this post. https://forum.dcs.world/topic/350674-feedback-thread-f-4e-phantom-ii-release-hotfix-june-5th-2024/ Main thing was MiG flare-spawn. Even though the Fishbed had no flare pods attached, it would spew flares. This is worked around in new version.5 points
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Where did you see it written that they will fix it? If you have the link please post it here. Thanks!5 points
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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.5 points
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We play pretense in our private server as well. I won't lie to you. Aside from the Stinger and APKWS capability that the Apache lacks in DCS, there is not many functional things in the handling of pretense objectives that the Apache can't do. An Apache has just as good or better optics, even though they aren't mast-mounted. Additionally, if your friends are in the habit of flying solo Apaches and relying on George, he's near perfect at finding targets that you point him in the general direction of anyways. The fact of the matter is that an Apache is going to be able to find and destroy targets quickly and efficiently with or without a KWs help. This is part of the reason why the KW's role is now being filled by Apaches in real life. The KW's role as a scout helicopter is really not all that well represented in casual or semi-casual DCS gameplay either. The KW shines in a couple areas. Coordination and target identification, and some of the little things it can do and how it does them. You might not be dropping tons of munitions on targets, but doing a fly over and dropping a smoke grenade on some poor guys head and watching him take a Hellfire to the face from your friend or communicating to your friends and lasing for spot track to get them on target or any other supporting scout role has a certain kind of satisfaction that some people are highly interested in for DCS. Even with less communication and coordination, consider a scenario where your friend in an Apache handles an objective by destroying AA and Armor threats from afar with Hellfires and then moves in to finish the objective with guns and rockets. A KW is a great aircraft to provide backup when an Apache moves in close. It's maneuverable and able to react quickly to anything firing on the Apache and engage it with rockets, .50 or even the pilots' M4s. In reality, while the Hunter-Killer capability that the KW adds to the game is cool and is a big part of why a lot of people are excited for it, it does take a group effort and it is time consuming to do. But the KW has more than just that to add to the game. The light attack capability isn't as impressive as an Apache but sometimes firing a .50 cal machine gun or M4 from the cockpit or single rockets at a stubborn man with an AK or a supply convoy is more fun for some players than look-shoot-kill from an Apache IHADSS. Not to mention flying recon missions in Pretense will be nicer because while the Apache is a wonderful and capable aircraft, sometimes it flies like a brick with a propellor bolted to the top. The KW is simply easier and nicer flying in my opinion. If communication and teamwork isn't something you are expecting from your buddies playing Pretense with you, and raw damage done is more important than the experience of flying the KayDub, then it simply might just not be the airframe for you. tl;dr The KW might certainly not be as capable as an Apache when either are operating on its own. However, the KW operates in a role that, while not very well represented in DCS, is something that is highly interesting to some players.5 points
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I could not find the folder name posted anywhere to make the kneeboard folder work, but after some guessing and a few restarts here it is if you want to save yourself some time. OH58D4 points
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For all aircraft, that can be nice to see the weight and balance (both on X and Y axis - to avoid asymmetrical loadout or to know how much should we trim before takeoff). Thanks.4 points
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Brought to you by This is mt Tribute to the men and women who sacrificed so much for freedom It is fitting because my Father served in the D-Day invasion as a Radio man Arriving five days after the beach was secured. I wanted to honor his, and all the rest for their service. SALUTE! A saved games install OvGME ready https://www.dropbox.com/scl/fi/30y87p3hsiprj7l6ixiix/Planning-D-Day.zip?rlkey=juxecer8dra13pec3gulufowc&st=u9jru1co&dl=04 points
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4 points
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Anyone out there have actual experience with the MiG-21? This plane was a situational awareness (SA) suck-hole. Absolutely terrible visibility, a horrible radar, and missiles that were near worthless prior to the 1980s. The MiG-21 in DCS SP missions is a far cry from real. First, the computer pilot seems to have near-global SA. This is evidenced by a) its ability to know where threats are at BVR ranges and b) its almost perfectly timed use of chaff/flares when shot at. Second, the radar onboard (early variants had Spin Scan A/B) was designed for a tail aspect lock after receiving vectors from ground radars. It had virtually no search capability whatsoever. Correction, it HAD NO independent search. Zero look down capability, either. Additionally, as Wiki points out, its radar lock range even in its correct method of utilization was inside 5NM. Later Russian/Soviet versions were equipped with the Jay Bird radar, but this radar was not on par with Western radars of the era. This plane was designed as an interceptor. As a result, it was fast, had incredibly short legs, and turned like a Buick. (The 1850km range the MiG-21BiS is credited with is not remotely accurate.) The Soviet tactics of the time were based on central command and control with ground controllers basically directing the pilot like a drone to a stern conversion on its target. In the perfect world according to Richrach, it would be great if ED took one month off trying to incorporate new items and spent that time correcting errors in models. Gosh, look at the list of fixes on the F-4 in this latest update! IT IS AWESOME THAT MUCH EFFORT IS BEING DIRECTED TO THE IDEA OF MAKING THIS AIRCRAFT INCREDIBLE!!! THIS IS A WINNING IDEA!!! Doing the same with the threat library would be a superb use time time. One combat vet's opinion.- Richrach4 points
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Such a fascinating discussion. Is there room for improvement? Sure, there always is. Interestingly enough, I think some of the buttons and panels in the cockpit might do with a few more polygons and maybe better textures, especially towards the overhead and back panels. The external model? Looks amazing to me! If this was ARMA and we'd be walking right next to a KW, sure, it would probably be nice if it had a higher level of detail. But in DCS? I have to zoom in all the way for the textures and the 3D model to not look great. Which I tend to do like once or twice, the rest of the time I sit in the cockpit, stare at the gauges and fly the thing. It also sounds good to me. Can't say the sound-scape blows my mind, but there's also absolutely nothing wrong with it as far as I can tell. Maybe it's my headset? My sound settings (which are like 98% default)? My bad ears? Hard to tell. It just sounds really good to me. For several hours I've been flashed by how great this release is in my opinion, how many systems are included, how well they work, and how totally awesome the flight model is and how much fun it is to fly in MP and to use the KW to its strengths. And here's a thread with players saying they'll hold off on purchasing because of, almost literally, rivet counting? I just wish you guys could feel how much fun it is to fly the KW. And disclaimer, I'm not getting paid to say any of this, I really just think Polychop did a fantastic job with this module and it's among the best and most finished releases in DCS history. Again, there's room for improvement, there always is. But I feel players who're unhappy about the KW will be unhappy about anything and everything.4 points
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Are these textures real? If so then im flabbergasted..... im a sucker for eyecandy and this is a big no no for me.4 points
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4 points
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