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  1. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.6.57650/ Introduced a new terrain module: DCS: Afghanistan Map by Eagle Dynamics Introduced a new terrain module: DCS: Southwest Afghanistan Map by Eagle Dynamics Presenting Flaming Cliffs 2024 that contains: Eight existing Flaming Cliffs 3 aircraft: F-15C A-10A Su-27 J-11 Su-33 Su-25 MiG-29 MiG-29S Three new Flaming Cliffs aircraft: F-5E FC F-86F FC MiG-15bis FC New campaigns: DCS: F-16C The Gamblers Campaign by Baltic Dragon DCS: UH-1H Worlds Apart Stormfront Campaign by Low-Level-Heaven Mission Development DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations DCS World New Launcher that allows you to configure and manage DCS prior to starting the program. New Multiplayer “Select Role” interface added to enhance respawn functionality with additional information and the ability to see exact respawn locations on the map and interact with them. Note that spawn locations icons are aggregated based on the map zoom level. A “Server” tab has been added in the briefing images panel in the Mission Editor. This allows you to add an image as a header to the first screen that the connected player sees before joining a coalition. We will monitor feedback for future adjustments and additional features. New Dynamic Respawn slots system has been added that allows mission designers to set up airfields serving any aircraft respawn its associated warehouse without the need of specific placement in the editor. Airfields with active dynamic spawns are specifically marked on the map with a hexagon icon. Parking spots are assigned automatically on a respawn request. We are coordinating with MOOSE, MIST and CTLD developers for supporting these new spawn methods in their scripts (Thank you Pikey, funkyfranky, Grimes, and Ciribob). Additionally, a specific dynamic spawns template system was added to customise dynamic slots properties and restrictions. Detailed description here AI Ground. Added the ability for SAM to evade ARM (enabled by default, but can be disabled in Set Options - Evasion of ARM). Units that detect the missile will turn off their radar(s) and displace. Units that cannot move quickly will simply turn off their radar(s). The higher the skill level, the higher the likelihood that the air defence unit will react to the incoming ARM AI. Performance-demanding logic of target detection and line of sight checks have been moved to a parallel thread. This gives more headroom for the performance, especially on AI-populated dedicated servers with large scale battles. This applies to ground, sea and airborne AI units. AI Ground. Added a new air targets detection system for ground AI. Updated 3D model of M1A2 Abrams. Added M1A2C SEP v3 Abrams unit model. Added MRAP MaxxPro unit model. MBT T72B3 is available for the player control AI Aircraft. Added a new “Combat Landing” option for AI helicopters. This allows for much faster approaches and landing in combat conditions. It also controls the heading to take when taking off again. AI Aircraft. Helicopter terrain collision checks needed for low-altitude flight have been moved to parallel thread. AI Aircraft. AI aircraft set to RTB on bingo with no airbase in their flight plan would endlessly orbit at their last waypoint. The AI is able to find a divert airbase and land. AI Aircraft. AI helicopters will now correctly fly their route after an embarking task. AI Aircraft. AI would sometimes orbit the aircraft carrier after takeoff, endlessly, in some circumstances - fixed. AI Aircraft. Changed old ED's F-4E AI 3D model to new one by HB. AI Aircraft. Crash AI Helicopter during ATGM attack - fixed. AI Aircraft. Fixed some issues with helicopter cargo transportation. AI Aircraft. Possible helicopter collisions during disembarking task - fixed. AI Aircraft. Helicopter wingman can't land during the task Land in some cases - fixed. AI Aircraft. Plane stops gaining speed during takeoff after refuelling - fixed. AI Ground. Crash during infantry disembarking from helicopter - fixed. AI Ground. CTD when a unit reaches a point with a script in a task - fixed. AI Ground. Infantry with RPG units perform only one shot at helicopters - fixed. AI Ground. JTAC not working with some callsigns - fixed. AI Ground. Artillery “Shoot and Scoot” option added. Currently, it is linked to the “Fire at Point” task in ME. After completing the fire task, the artillery group will immediately relocate within a given radius to avoid enemy counter-battery fire. AI Ground. S-60 AAA engaging missiles - fixed. AI Ground. Incorrect “Ural-375” name changed to “Ural-4320”. AI Ground. Added a feature that allows units requiring longer deployment times (e.g., (SA-11) “Buk”) to be positioned in a combat-ready state if placed in the editor without route points. AI Ships. Possible ATC crash during takeoff from ship - fixed. AI Ships. Submarines do not follow the assigned route - fixed. F10 map. Threat and detection rings of ground units are always visible on the F10 map and cannot be toggled off - fixed. Input. Modifier prevents execution of “Command Menu Next/Preivous/Select/Return” inputs - fixed. Graphic. Shadows on the surface have artefacts when SSS is enabled - fixed. Graphic Effects. Ship wakes moving in reverse have been adjusted. Graphic Effects. Dynamic weather causes water to “follow” client aircraft in multiplayer - fixed. GUI. Options. Graphic Presets. Fixed GUI Error when selecting preset in some cases. IR Render. Added IR signature of ship wake effects. ME. Fixed error when click button Clear in resource payload window. ME. Fixed GUI Error when click button Fill Col in resource payload window. ME. Fixed GUI Error when clicking on a supplier group in some cases. ME. GUI Error if you double-click on the trigger zone window - fixed. ME. Incorrect placement of panels after moving units in some cases - fixed. ME. Map twitches when a unit is selected - fixed. ME. Open/Save mission panel size increased. ME. Switching waypoints through prev and next buttons changes the altitude - fixed. ME. Added a warning, when appropriate, about placing a unit on a sloped surface. A notification will appear on a red background indicating the current value and affordable limit (in parentheses). Mission Planner lets users move static objects - fixed. Mission Planner shows threat and detection rings of hidden units - fixed. MP. Clients can see only their own routes and can't see routes assigned by another client - fixed. MP. DS. Command line options no longer conflict with dcs_start_options.lua settings. MP. Copilot of a multi crew helicopter sees a sling load jumping around - fixed. Rearm Panel. Fixed weapon settings not being applied after rearming using a loadout preset. Static objects. Added handling hit and kill events for static objects Terrain Engine: Improved clipmap technology: more detailed rendering of terrain ground textures. NEW: field and town material for a more realistic experience. Weapons. Added S-5KP and S-5M rockets with corresponding loadout options. Weapons. AGM-45 after launch falls into the water - fixed. Weapons. AIM-7E/E2 mass decreased. Weapons. AIM-9X lift/drag ratio tweak. Weapons. Corrected delay-fuzed bombs’ deceleration in buildings and ships. Weapons. Corrected thrust and drag values for S-8 rocket family. Weapons. Delay-fuzed weapons wedged within ships will now move with them. Weapons. Fixed appearance mismatch between owner and network observers Weapons. Fixed erratic behaviour of parachute illumination flares. Weapons. Fixed mass inconsistencies for several rocket launchers and racks: LAU-68D/A, LAU-131, B-8M1, LAU-3, LAU-10, TER-9A, UB-32A. Weapons. Fixed MIM-104 oscillations just after launch. Missiles switched to PN guidance. Weapons. LS-6 autopilot settings fixed new range tables. Weapons. Mk 20/CBU-99 inaccuracy and premature airburst when equipped with FMU-140 - fixed. Weapons. R-24 missiles. Corrected motor plume position. Weapons. R-24 missiles. Ejector launcher changed to a rail. Weapons. Rocket motors' smokiness now depends on ambient air temperature. Introduced three basic types of contrail (smoky, reduced smoke, minimum smoke) with different temperature-related properties. Weapons. RPG-16 rockets speed is too high - fixed. Weapons. S-75 (SA-2). Added delay of control after launch. Controlled flight begins 2.5 seconds after the booster is separated. Weapons. SM missiles. Adjusted SM family lift/drag ratio. Weapon settings panel. Added descriptions for fuzes. Weapon settings panel. Corrected AGM-45 seeker descriptions. Weapon settings panel. Removed M904 and M905 from fuze options for PGMs. WWII Assets Pack. Wurzburg radar angles fixed DCS: F-15E Suite 4+ by RAZBAM Simulations Radar inoperative problem fixed by Eagle Dynamics. DCS: F-16C Viper by Eagle Dynamics Radar: Introduced false targets. They are caused mainly by internal receiver noise and ambient noises at receiver input. The radar internal circuits maintain false target rate constant with an average frequency of one false alarm per minute. Fixed: Сrash when switching weapons when using unlimited weapons. Fixed: Crash when receiving SEAD Target into steerpoint 127. Fixed: Crash using GBU-24. Fixed: ACM modes stop working if you lose lock. Fixed: Laggy HUD TD box. Fixed: Level 5 gun piper. Fixed: ACM lock lagging/lost. Fixed: Bomb mode selection not updating dynamically. Fixed: Unable to bug MSI tracks that are correlated to radar memory tracks. Fixed: Non-selected AGM-65 seekers that are not in TRACK mode are not resetting to SLAVE or BORE modes. Fixed: Search target hot lines don't work. Fixed: AGM-65 can become non-space stabilised after launching. Fixed: Elevation bar scan values are wrong in certain circumstances. Fixed: Texture artefacts and geometry errors. Fixed: Maverick seeker LOS slave to FPM at TMS Down Ignores SPI. Fixed: TGP cannot change level setting in MGC mode. Fixed: FCR "NONE" hides everything, including your own FCR tracks. Fixed: FLCS TO/LDG Gains affected by weight-on-wheels. Fixed: In external view, pilot helmet clips canopy when looking back. Fixed: Inconsistencies with the JDAM AD CNTL settings. Fixed: CBU-87/97 inconsistencies with CCIP/CCRP calculations. Fixed: Impact Distance setup in SMS ripple is halved on impact. Fixed: Need to reverse left arm patch orientation. Fixed: TNDL Power resetting to HIGH in ME. Fixed: HARM in POS missing leading zeros on bearing in HUD. Fixed: AGM-65 in EO-VIS mode removes range scale after first launch. Fixed: Switching AG Weapon on SMS page keeps delivery mode of previous selected AG weapon. Fixed: Able to move A-G radar cursor without SOI. Fixed: Rename option on HSD CNTL page 2 to "A SMDL". Note: Although not ready for this update, the Sniper Advanced Targeting Pods is in advanced development and planned for release later this year. DCS: F/A-18C by Eagle Dynamics Radar: Introduced false targets. They are caused mainly by internal receiver noise and ambient noises at receiver input.The radar internal circuits maintain false alarm rate constant with an average frequency of one false alarm per minute. Added ACM Bump function. Added: Joint Programmable Fuze (JPF) page. Fixed: TWS filed targets removal logic. Fixed: Sparrow active tracking in Flood mode. Fixed: AIM-9X cannot get seeker to lock on target with HMD if you have a L&S target. Fixed: Selecting different nose fuses will produce dud bombs. Fixed: GBU-24 is not ready and without fuse options. Fixed: GBU-24 - Wrong modes. Fixed: Controls lock after 2nd takeoff with SC disabled- MP Only (In a multiplayer server with just the Stennis, and supercarrier uninstalled. Controls lock on second takeoff). Fixed: Spin Recovery Mode is not working. Fixed: Radar stuck in acquisition or track pattern. Fixed: SA page does not show Mach + Altitude info for SURV trackfiles. Fixed: DL-13 Datalink page UFC option invisible. Fixed: RWS incorrect HAFU display logic. Fixed: TWS elevation bar selection with TDC is broken. Fixed: Radar enters wrong scan patterns in TWS after exiting STT. Fixed: Update RU manual with new sections based on EN version. Fixed: STT switches to MED PRF incorrectly and causes the lock to drop. Fixed: Laggy HUD TD box. Fixed: SA page missing ground speed indication. Fixed: Ground designation HAFU from Link 16 capable aircraft is visible on the AZEL page. Fixed: FLOOD mode after STT launch is reverting back to TWS. Fixed: Incorrect FLAPS operation while FCS GAIN switch is in NORM. Fixed: Cannot use “Undesignate” function(s) if sensor control is on the SA page. Fixed: AIM-9X, Seeker doesn't "truly" lock on target with HMD. Fixed: All ACM modes reverting to previous non-ACM search mode after breaking lock. Fixed: SA page TDC much slower than in RDR ATTK and AZ/EL. Fixed: SA page Mach and Altitude info not the same colour as trackfile. Fixed: SA page does not show the DT2 target. Fixed: MFUZ options for dumb bombs and PWII type weapons. Fixed: Cage/Uncage short press does not enter FACQ. Fixed: Yaw damping inaccuracy. Fixed: GBU-24s and AGM-154Cs do not release if you drop fuel tanks first. Fixed: HARM H-Off Hud symbology stays visible without any HARM left. Fixed: TOT is calculated based on MSL Slant Range, offset at higher altitudes. Fixed: JDAM loaded with FMU-139 and DSU-33 has duplicated VT1 EFUZing options in SMS. Fixed: JSOW AGM-154C does not have working fuze. Fixed: FMU-143 setup is incorrect. Fixed: Target diamond has different location on HUD when guided weapons are used. DCS: A-10C II Tank Killer by Eagle Dynamics Night vision goggles turn HMCS green - fixed. Now in Hot target elevation mode the dual CM pipers are not overridden by dual pipers from Variable Target Elevation in case when Variable Target Elevation is not set (i.e. is set to 0 in IFFCC menus). DCS: MiG-15bis by Eagle Dynamics Fixed:Multiple RSI-6K radio input errors. DCS: AH-64D by Eagle Dynamics Fixed: Burst limit inoperative - multicrew (Burst limit appears to be inoperative/bugged when set by CPG in multicrew setting. CPG reports the gun fires a maximum of 5 rounds per pull of trigger, regardless of burst limit setting. Pilot only hears one shot for each pull of trigger). Fixed: Some desync when CPG joins after start. Fixed: If the WCA sub-page is entered from the ENG page, it should return to the ENG page if de-selected. Fixed: Client/CPG weapon usage in multicrew not synced with Pilot crewstation. Fixed: CTR TANK EMPTY is being removed from EUFD without the FUEL page displayed. Fixed: Multicrew client in CPG seat receives ECS DEGRADED AFT advisory on EUFD. Fixed: Pilot models twitch in a multicrew when viewed from the CPG seat. Fixed: Synchronisation of IDM advisories on EUFD. Fixed: CMWS desync in multicrew. Fixed: ME data fields won't accept compatible Keyboard Unit characters. Fixed: Squelch desync in multicrew. Fixed: Chaff CONTINUOUS salvo count option. Fixed: Synchronisation of TGT by IDM. Fixed: Power Lever in CPG cockpit jittering. Fixed: Need to set NAV system precision threshold so DL won't break. Fixed: Payloads should be updated with MMA. Fixed: Cannot start APU after shutdown and repair. Note: Much of the AH-64D work is focused on the ATA and RMAP modes of the Fire Control Radar. This will be available later this year. In parallel, we continue to work on the flight model and flight control system. DCS: Supercarrier by Eagle Dynamics Added Air Boss (Primary Flight) deck. Press Right Alt + F9 to enter the PRI FLY deck. Toggle movement and mouse interactive control by pressing Right Alt + C. From the PRI FLY deck you can: Move around the deck using the W, A, S, and D keys. Adjust ship lights through the ship light interface panel. Steer and adjust ship speed using the ship control panel. View recovery cue using the recovery panel. View recoveries using the PLAT camera screens. View airspace around the carrier with the map panel. Use the mouse wheel to zoom in and out and the left mouse button click and hold to pan. Added LSO station as slot. Press Left Alt + F9 to enter. Fixed: Arresting cable in PLAT appearing too thin. DCS: F-4E Phantom II by Heatblur Simulations Performance: More Performance optimization for various systems, subsystems and calculations. CTD: Fixed CTD when entering bad Bombing Table values. CTD: Fixed CTD when ejecting shortly before Jester dies. MULTICREW: Fixed multicrew (continuous) desyncs with the WSO and the Pilot, when having different options selected for 'Use Radar Antenna Hand Control also for Radar Cursor Control Panel'. This would also cause major performance issues in multicrew. CORE/ANVIL: Reworked and improved the performance of tick distribution for all systems. CORE/ANVIL: Significantly improved performance of event handling. CORE/ANVIL: Reduced CPU cost of all pneudraulic calculations. HBUI: Fixed HBUI rendering in external view (F2) and similar. HBUI: Added Special Option: HBUI Offset (vertical) - existing Horizontal Offset has to be set again. HBUI: Made CEF not ping google.updatapis.com anymore. HBUI: Moved "comms check" in the CC menu so that other items have a fixed position. HBUI: Wheel chock options now close the CC menu instead of keeping it open. HBUI: Renamed "Light"/"Dark" Theme Special Options to prevent l10n clash. HBUI: Improved Special Options Page: Fixed special options sliders. Improved special options descriptions. Increased default values for AFCS breakout dead zones (CAUTION: might reset your values). JESTER AI: Added JESTER TAS callouts during bombing: supports TGT FIND, L, OFFSET, LOFT, OS, TLAD and TL. JESTER AI: Massively improved JESTER’S Antenna Elevation accuracy from 1.5° to 0.005°: JESTER now also follows targets with the antenna much faster. Also improves target spotting capabilities at co-alt because JESTER is now better at putting the antenna at 0°. JESTER AI: Fixed JESTER ejecting after high altitude tail slide. JESTER AI: Fixed Jester not setting the mode knob in HDG MEM causing BATH alignment problems. JESTER AI: Taught JESTER how to use the pullup tone and light. JESTER AI: Moved Jester phrase "Contacts" to "contacts_iff" folder. JESTER AI: Added a 3 nm exclusion zone around friendly airfields for JESTER fuel state QnA. JESTER AI: Fixed bug where JESTER radar doesn't work in dogfight anymore. JESTER AI: Fixed Jester automatically saying "Ready Pre Contact" for AAR: Make sure you are within 100m of the tanker. Have the UHF panel set up to talk to the tanker. Already called "Intent to Refuel" yourself (also has a bind). Then open the AAR door and Jester should say "Ready Pre Contact" automatically. You can cycle the door and he will say it again. Radar: Increase radar search angle to include main lobe and first 3 sidelobes. Weapons: Added Smokewinders (smoke generators for airshows). Weapons: Added RoR slant range output and WRCS AGM-45 mode for the bombing calculator. Weapons: Removed obsolete and non-functional Bullpup-C loadouts. Weapons: Updated F-4E unit payloads. Weapons: BombCalc: Small adjustments to default values and steps for input fields (thanks Hawkeye_UK!). Weapons: Added NaN protection for the ToF in the bombing calc. Weapons: Added weight correction for mils in DL, L and Direct mode in the bombing calc. Weapons: Added support for new DCS Laser Code Fuze options. RWR: Adjusted the RWR BIT (added different PRFs for bands and added launch warning audio test). RWR: Updated handoff sounds (For example: Made aircraft radars that used HPRF for track use MPRF instead). RWR: Improved the audios used in case of unknown radar and during BIT. Systems: Fixed tanker not disconnecting when ext tanks full. Systems: Connected AAR door to power (5A No2, D1, ESS 28VDC) and Utility Hydraulic. Systems: Fixed countermeasures being dispensable with speedbrakes out. Systems: Reduced threshold for AFCS disengagement with rapid stabilator movements: Fixed AFCS sometimes not disengaging during rapid stick movement during AFCS ground check. Systems: HUD shutter now uses rotation instead of pull. Changed arg for hud shutter to 1200. Engines: Fixed incorrect engine spool time. Engines: Adjusted cartridge engine start time. Engines: Improved refuel rate for AAR. Navigation: Fixed an issue with the WSO turn needle and some other potential HSI issues. Navigation: Fixed reversed WSO magnetic compass animation. Navigation: Fixed VOR and ILS when flying away from the selected heading. Navigation: Fixed a bug where VOR<->ILS was not always switching correctly at some frequencies. Navigation: Changed HDG MEM alignment to be on by default in the Mission Editor. Damage Model: Temp fix to damaged rudder being usable. Damage Model: Slightly raised Nav Comp over-G damage threshold Inputs: Added temporary Pilot AFCS binds to WSO inputs Inputs: Renamed mouse hint for "Show/Hide Radar Boot" to "Screen Glare Shield" Inputs: Added Target FREEZE/INSERT lamps (on button) Inputs: Improved bind names for Mirrors and Dispense Countermeasures Inputs: Made IFF switches spring loaded where necessary Inputs: Fixed keybinds for Screen Glare Shield Inputs: Fixed Radar Antenna Elevation inputs and clickable Inputs: Removed sound for antenna elevation wheel "switch" Inputs: Added slow/fast binds for Antenna Slew and Weapon Slew Inputs: Made INS Lamps press-to-test (rotate-to-dim) Inputs: Added "[WSO]" prefix for Pilot’s antenna up/down bind. Inputs: Fixed the last radio digits knob not working properly in easycomm Inputs: Following keybinds have been fixed that required rebinding: Fixed reversed 9-VIS/12-VIS ACQ mode binds Added slow/fast binds to Radar Gain (fine) Inputs: Added reversed binds for 2-way switches (128 new binds): Useful when wanting to map a 2-way switch for example as ON/OFF instead of OFF/ON. Inputs: Fixed Mirrors being clickable by other crew member Inputs: Added temp WSO binds for FREEZE/INSERT/RESET WRCS target: enables OFFSET bombing without hopping back and other useful techniques, especially with the Pave Spike Inputs: Fixed bind clash with Brake and Pinky (LShift+D) Missions: Added Shrike Caucasus Instant Action Mission Missions: Added missing option to disable pictures in training missions 5-8. Missions: Updated several missions by Sedlo. Missions: Updated Chinese localization for training missions 1-3. Visual: Fixed TGT FRZ button lamp Visual: Changed TGT FRZ lamp texture Visual: Improved external LoDs Visual: Fixed 1 wing poly smooth-group Visual: Bombing Tables visual and performance update (thanks to Amadeus!) Manual: Updated the in game manual Manual: Updated Chinese Localization and Manual Localization: Deleted obsolete l10n folder in Mods (duplicate of CoreMods) DCS F-14 Tomcat by Heatblur Simulations NEW: Complete re-work of all F-14 engine sounds (cockpit and external): Replaced previous audio samples and added several completely new pieces of audio. Re-done sdef and sound configuration files. New code to make sound more dynamic. Updated flap damage model: Flap actuators are more sensitive to G loading. Flaps have more drag at higher speeds and AOAs. Flaps can now blow backwards if actuators have been severely damaged due to overspeed or over G (asymmetric flap limiter does not prevent flap movement with damaged actuators). NEW: AB detent position and deadzone now configurable in F-14 Special Options. DLC and speedbrake now wait 1.5s to retract while throttle is in MIL or higher. Boosted F110 mid-range RPM thrust. NEW: F-14 now may explode if engine fires are allowed to linger or propagate. NEW: Added and updated visual effects for engine damage: New oil leak animation. Improved engine smoke animation. Improved engine fire animation. New compressor stall flame animation. Fixed bugs in fire detection and suppression system. Increased pitch effect from thrust in landing config. Slightly decreased roll power of ailerons and stabs. Slightly increased dihedral effect in landing config (aircraft will return to wings level at very small sideslips/bank angles). Fixed main wheel IDs that prevented anti-skid from working properly. Added Night Filter bind for VDI and DDD. Fixed BINGO knob animating mirrors instead of knob. Fixed RIO Master Caution lamp/button not clickable. Fixed a bug in Operation Reforger II Mission 3 not allowing the player to progress (thank you Rokkett!) DCS AJS-37 Viggen by Heatblur Simulations Updated the Manual Inputs: Fixed non-bindable mouse buttons Avionics: Changed “radio names” - compatibility with VaicomPro Avionics: Moved HUD elements around to their correct positions +-5 markers have their signs General placement Compass, distance/timeline and marker move with the outer 3 degree poles Avionics: Corrected radar colour Avionics: Corrected CI commanded height and reference line positions slightly Avionics: Increased X-axis resolution of A2 picture a bit Avionics: Added accurate low alt. warnings for “low/med/large” safety altitudes when using high drags Avionics: Added comma to HUD (digital altitude’s km indication) Avionics: Fade in for CI after 30s in NAV (anything but FK/BER really) Avionics: Corrected math for Lysbomb pull up command - now shows 4g correctly Avionics: Added the backup mode for Lysbomb Avionics: Removed CI “Symbol” elements to not change brightness with the LJUS SI knob Avionics: Matched the color of CI symbols to one another Avionics: Made the Circle marker move with Video marker with A1/T1 Avionics: Fixed Video marker starting at the left edge of the screen Known issue: Only fixed within 0-180 & 270-360 deg Avionics: Fixed Datapanel display not showing correct data in SPA/A1/T1 Avionics: If < 25% of current leg, make fix on previous WP Avionics: Placed the event markers at +- 2 deg in the “take off” mode Avionics: Made timeline’s rotate command in “take off” mode functional Avionics: Made circle marker render “outside” the radar image on the CI. To an extent.. Avionics: Removed automatic waypoint switching in ANF and SPA Avionics: Changed following annunciation panel fields to blink: Known issue: Blinking does not stop after pressing master caution button CK BRÄ<24 TANKPUMP RESERV EFF TIPPVÄXEL HYRD-TR1 HYRD-TR2 SYRGAS KABINHÖJD HUV o STOL HÅLLFUNK RHM OLJETRYCK BRÄ UPPF TÄNDSYST Avionics: Added the two missing annunciation panel fields to panel test “Blank” OLJETEMP Avionics: Made it possible to use one more LYSBOMB “loadout”: All pylons (S7 & V7) S7 pylons - Center of group will be about 0.4 km long of the target V7 pylons - Center of group will be about 1 km short of the target Avionics: Made TERNAV status value be “1” with weight on nose wheel Also sets confidence to 0 Avionics: Disabled master caution during engine start up sequence Avionics: RAT deploys and retracts in 4 seconds instead of 7 Avionics: Added all real “NAV” reference points for Kola (91xx - 94xx) Avionics: Added all real airfield codes for Kola (9001 - 9069) Avionics: Added multi-runway airfield support TILS on main runway only (one direction) Avionics: Made data display show airfield coords on startup, not the aircraft’s Avionics: Nav system initialization on rotation - Make sure to have LS and runway set correctly Avionics: Fixed “Beredskaps varning” Known issue: Flashes at 5 Hz, instead of 2.5 Avionics: Fixed altitude warning light to flash at the correct 5 Hz Avionics: Added “runway search” if A/C heading is > 15 deg from the stored runway Avionics: Added a filter to not add FARPs that are within a certain distance from an airfield to the “airfield codes” Avionics: FARPs and manually entered runways will have an assumed runway length of 800m (±400m from the FARP/coords) Avionics: P4 (steak mode) for KB pod is started with only the rotary switches on the panel, the “KB switch” is not needed Avionics: Set default frequency on the manual FR22 freq selector to 251.000 MHz, instead of the illegal 123.456 MHz Art: Corrected UVs for ATT button light - Should look like the SPAK and HÖJD lights Art: Changed light bulb for the CI heading bug - should be brighter at low settings Art: Added “reflected” light from ALLMÄN-BEL lights Art: Greatly reduced lights shining through the glareshield onto the windshield Art: Fixed ugly UV error on a panel Art: Changed color on front part of EP13 Art: Normal fixes for EP13 Art: Brought back FLI ball ambient occlusion Rebaked the ambient occlusion for better seam Art: Added ambient occlusion to FLI37 director arms Art: Removed rotation of FLI “illumination” Art: Corrected spelling of “HYDR-TR1/2” Art: Made a new model of the FLI37 aircraft reference Art: Added a simple mesh around canopy frame so correct shadows are cast Art: Brightened up the taxi light Art: Angled the landing light slightly differently Weapons: Removed ability to change CM count: Fixed to 1080 C. and 72 F. (540 and 36 per pod) Weapons: Chaff and flare programs corrected, and chaff amount changed P1: Release chaff every 0.166 sec P2: Release chaff every 0.166 sec for 2 sec, then pause for 2.5 sec, then repeat P3: Release chaff every 0.833 sec P4: Release chaff every 0.833 sec from left pod until empty, then the same for the right one Flares: Release every 3 sec Weapons: SB 71 HD Added fuze arm delay - 4.6s Increased weight slightly Weapons: SB 71 LD Added fuze arm delay - 3.8s Increased weight slightly Weapons: Lysbomb Increased bomb rack weight Fixed fall pattern, to a large extent (DCS limited) Increased “weapon” drag Decreased “total” drag Weapons: ARAK - AP/HE Increased weight slightly Increased ISP of motor - now reaches ~600 m/s + aircraft speed Weapons: Added proxy fused AP ARAK Weapons: BK90 Changed flightmodel to better match CFD Autopilot start delay decreased from 2.0s to 0.5s Decreased drag on aircraft Changed battery time from 1000s to 70s Tuned PID for yaw axis and reduced max deflection of fins - matches real turn performance more closely Decreased approach altitude from 120m to 60m (as mentioned in the manuals) Submunition release timers changed for accurate pattern size with new FM Weapons: AKAN Increased total shell weight - 0.242 to 0,44 kg Increased casing weight - 0.04 to 0.174 kg Added back recoil Weapons: RB-15 NOTE: Will break old weapon presets. Will break old mission that use them Increased drag First digit of address 83 functional Address 85 now functional First digit of address 86 functional (the other two are not applicable in DCS) Bearing search now respects adddress 84 setting They now fly more accurate height profiles They now climb to their “search altitude” and scan for targets. They popup for the search at the correct distances from Bx8. The distances depend on the selected search area size Fix for hitting the water during large turns Place Bx points in a straight line when first placing Bx8 - Avoids them being placed such that launch is inhibited Bx6 dist = Bx8 / 4 Bx7 dist = Bx8 / 2 Bx9 dist = Bx8 + 10 km Weapons: RB-04 NOTE: Will break old weapon presets. Will break old mission that use them Increased drag Changed the descent program be be more realistic: -7.1 deg pitch - ~8 s faster to cruise alt. from max alt Added yaw command to cause separation New guidance logic Will now search for new target if they miss the initial one, or if their initial target is sunk GRUPP now works with two ships detected Changed model used to “RB04AI” for correct RoughMet DCS: Mi-24P Hind by Eagle Dynamics Improved input profiles sorting and translations. Added some informational voiceovers for Petrovich AI. Added more key binds for startup related controls like converters, shutoff valves, fire extinguisher, altimeter, gyros and of course the fan. Fixed: Petrovich reports "Out of missiles" even when a human operator is present. Known issue: While in multicrew in some conditions the main gun can have response lag. It is under investigation. DCS: UH-1H Huey by Eagle Dynamics Added: new Minigun & M60 weapon sounds. Minigun sounds updated. Fixed: Simplified radio odd re tuning can be noted every time a player contacts ATC. Combined Arms by Eagle Dynamics Fixed. IR homing tone does not go away in multiplayer. Fixed. BMP-3 guns audio swapped. Now Drivable: M1A2C SEP v3 Abrams, MRAP MaxxPro, T72B3, MBT Chieftain DCS: Mosquito FB VI by Eagle Dynamics FIXED: Tail wheel too sensitive DCS: P-47D Thunderbolt by Eagle Dynamics FIXED: Tail wheel too sensitive DCS: P-51D Mustang by Eagle Dynamics FIXED: Tail wheel too sensitive DCS: TF-51D by Eagle Dynamics IA mission. Caucasus flight over town. Livery corrected. Added clouds. Changed time to morning. DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed: TACAN shows true course instead of magnetic Fixed: Altimeter does not work properly regardless of ME baro settings Fixed: ADI ball not moving Fixed: Canopy Lock handle shakes when(after) used Fixed: Incorrect briefing pictures Added Paintkit to Docs\Paintkit folder DCS: JF-17 by Deka Ironwork Simulations Fixed: broken AA TCN feature (A/A-B and A/A-S both work as A/A TCN) Fixed: bugged waypoint steering cue Fixed: several dual-mount bombs loadout no fuze settings DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: Sideways flight bug (subject to further testing) Fixed: “Bump” of lift when coming to a hover Fixed: CTD when trying to render empty route line Fixed: CTD when trying to add/create an out of bounds route point or direct point Fixed: MFK not properly synchronised in multi crew Fixed: Editing of manual radio channel frequency not updating SRS Fixed: Logbook recording Fixed: OSET ACQ and ACQOM modes not slewing when accessed from PREPT/SRCH Fixed: AI / F2 view sound not playing DCS: SA-342 Gazelle by Polychop Simulations Fixed: CTD on minigun player joining aircraft Fixed: Rotor RPM not synchronised in multicrew Fixed: Broken ADF DCS Mirage F1 by Aerges General: Added new external model textures. Now the appearance of the textures is much more realistic. Improved aspects like roughmet, weathering, color, rivets, service doors, etc. Overhauled external 3D model to improve accuracy and realism. Added AUF-2 dual bomb rack for fuselage and inner pylons. VR hands are now positioned properly on stick and throttle. Adjusted landing/taxi light visual appearance. 'F1BE intercom hot mic always enabled in Voice Chat' module option was removed as Voice Chat 'Intercom forced PTT' checkbox now implements this capability instead. Animated PTT button in single-seater and at forward seat of two-seater (WIP). F1BE rear cockpit lights are functional now in external views. Minor fix in Mirage F1 EE single missions (instructions after takeoff are now to proceed to INS waypoint 2 instead of VORTAC polar coordinates). Fixed brightness control of the following Optical Sight symbols: "Missile within range" light "Limitations exceeded" light "Missile ready" light "Missile locked on" light Target symbol Moving reticle central dot Added Kola Single and Quick Start missions. Added/fixed external 3D model LOD’s (level of detail). Declared correct service life times for historical Mission Editor mode for all countries and airplane versions. FM and flight controls: Adjusted elevator authority at different Mach numbers. Adjusted roll dampening at different Mach numbers. Increased sideslip induced roll (increased rudder rolling authority). Increased AMEDEE pitch curve. Added control stick lag to model the speed movement limitations in the real aircraft. Adjusted NWS control curves to improve ground controllability. Corrected main landing gear being too soft causing excessive roll on the ground. Increased threshold for yaw servo disconnection so they don’t disengage so easily. Added trim hat sound. Added option to pull the stick fully backwards when the aircraft is trimmed down. Radar: Implemented BZ radar auto acquisition mode. Radar contacts that are outside of TL/BZ modes maximum lock on range (7 km) can now be detected. Radar lock is not broken now at transition to/from and between TL/BZ modes. Implemented radar scope erase for A/A search mode. Radar now always transfers to IC (Short Pulse) search mode, once (C+M or SW)R mode is activated. Radar now keeps its parameters (range and pulse width) when enabling/disabling TL/BZ modes while a target is being tracked. Other systems: Small adjustment to EGT calculation, now transient situations won’t cause the temperature to overshoot the maximum value. Corrected time passed for Oil warning light to turn on in negative Gs. Added option in special options menu to have a 5s delay on the warning. Corrected antifire valve immediately causing an engine stop when closed. Now it will take from some seconds to a minute for the pipes to fully drain. Fixed engine and AB fire warning lights problems: Both lights pushbuttons are now independent in F1EE and fire damage to the circuits makes it impossible to test the lights if the fire burns for long enough. Engine fire can now eventually cause an aircraft explosion. Fixed repair retracting gear with Simplified Gear option on. Adjusted behavior of air conditioning cabin temperature regulation valve. Now all gunpods have burst cutoff disabled. Corrected hydraulic accumulators being pressurized at cold mission start. Inputs and clickables: Renamed Hot/Cold selector switch to Hot/Cold equipment selector switch and Hot/Cold cabin selector switch in front and rear cockpits respectively. Demist switch inputs for BE variant are now functional. Input of Hot/Cold cabin selector switch in front and rear cockpits now functions correctly. Corrected warning horn switch input order. TEL/BZ left wall switch entry in input was moved to the "Radar" category. AI related fixes: AI now correctly controls cockpit night lighting. AI now handles landing and taxi lights correctly. Fixed afterburner effect still being on, disregarding its actual state according to engine, when jumped into an AI aircraft with AB being engaged. DCS: C-101 Aviojet by AvioDev Declared correct service life times for historical Mission Editor mode for all countries and both C-101EB and C-101CC versions. Flaming Cliffs by Eagle Dynamics Su-27. Replaced old liveries with new ones with PBR Su-27. Smoke from the wing smoke-generator continues after the wing is destroyed - fixed A-10A. Сockpit in-panel view MAV TV flicker. Fix DLSS jitter with MFD, added render sorting queues hints. DCS: South Atlantic map by RAZBAM Simulations New - Majorly improved visual fidelity for the whole map which reacts with the lighting perfectly Updated - Majorly improved the look and feel of the towns and villages across the whole map Updated - Upgraded all of the blocks to the latest technology from ED which allows us to add more detail Updated - Expanded some of the Housing areas in and around Rio Grande Known Issues: some blending around some fixed assets such as Stanley Airfield DCS: Kola map by Orbx New - Added Winter Season with Winter Textures New - Port of Kirkness Updated - Optimization pass on surface mesh Updated - updated all blocks with EDs latest technology Updated - Added more infrastructure around the map Updated - Added ports and villages in Finland and Norway Fixed - Corrected wind turbines Z placement Fixed - Increased depth at Polyarny harbour Fixed - Orange trees removed from fields block Campaigns DCS: P-51D Debden Eagles Campaign by Reflected Simulations M10 taxi bug fixed DCS: UH-1H Paradise Lost Campaign by Reflected Simulations Complete revamp with Massun's asset pack Performance optimization Old F-4 model replaced with the new Heatblur model AI pathfinding issue fixes DCS: F-14A Zone 5 Campaign by Reflected Simulations M3 - Added the option to choose a gameplan Old F-4 model replaced with the new Heatblur model already g-warm selected for airstart missions DCS: F-14 Speed & Angels Campaign by Reflected Simulations Already g-warm selected for airstart missions F-86F Hunters over the Yalu Campaign by Reflected Simulations Air bases reworked with Massun's asset pack DCS: MiG-21bis Battle of Krasnodar Campaign by SorelRo Removed custom SnapViews.lua which override user saved cockpit snapview. DCS: Ka-50 2 Pandemic Campaign by Armen Murazyan Mission 10. RPG soldiers no longer fall from the roof Mission 11. After the destruction of Grad, the mission did not continue Mission 12. After the landing of special forces, the mission did not continue DCS: F-14 Speed & Angels Campaign by Reflected Simulations Mission 12. Trigger safeguard added for players that don't follow procedures Mission 15. AI MIG-21s tuned down a bit Removed next events to prevent AI collisions DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations M2 Intro. Wrong date - fixed M3. Some adjustments for AI behavior M6. Enemy skill level adjusted. Enemy ship sometimes hit himself - fixed DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations All missions. Adjusted scoring so that Player does not get penalized for exiting the mission prior to completion but will be able to replay or skip via the Campaign menu interface. Thank you connos. Entering Practice Sortie was interfering with the consecutive loading of the rest of the Primary Missions. Fixed. Mission 11. Completely reworked attack scenarios for wingmen and scoring. Mission 12. Completely reworked attack scenarios for wingmen and scoring. Thanks Animal66. DCS: MAD AH-64D Campaign by Stone Sky Mission 11. A bug was fixed that prevented the mission from continuing All missions. FCR has been added to all missions
    59 points
  2. Dear Fighter Pilots, Partners, and Friends, Thank you all for your patience and understanding during the delay of the DCS update, version 2.9.6. We are thrilled to announce that the patch has now been released. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.6.57650/ We appreciate your continued support and enthusiasm. Your passion drives us to deliver the best possible experience. Yours sincerely, Eagle Dynamics
    26 points
  3. folks dont fight over the small details Patch is planned today thank you
    19 points
  4. @BIGNEWY this is the same bug I reported to you guys over a year ago, with incorrect FOV submissions in xrEndFrame(). There is a workaround to YOUR bug in Quad-Views-Foveated, but it looks for the application name being "DCS World", but it looks like you changed that string to "DCS", so the workaround doesn't kick in. Please fix the real issue anyway... your code is violating the OpenXR standard. Reported originally March 2023 with a very clear explanation (point 2):
    18 points
  5. Dynamic Spawn Guide Dynamic slots work alongside the traditional slot system to add additional functionality to missions, and reduce mission creator workload. Dynamic Slots utilize the warehouse system for control of available airframes, and allow aircraft to spawn at airbases, FARPs and ships without a traditional Client aircraft being placed there. Restrictions on aircraft type, and number can be customized using the warehouse system, or can be set to unlimited. The traditional slot system remains in place, and all its functionality preserved. Both systems can be used in a mission simultaneously, or individually. Enabling Dynamic Slots is done on a per airfield/FARP/Ship basis. To do this select the spawn location you wish to edit, and click on “Full info” button to enter the warehouse properties. Here you will see new options “Dynamic Spawn” and “Allow Hot Start” Dynamic Spawn: This enables/disables the functionality Allow Hot Start: This option allows the mission creator to give players the option in game to select a hot or cold start aircraft. If disabled, then all dynamically spawned aircraft at this location will be forced cold start. Mission creators no longer need to add dedicated Hot/cold slots. Also in this screen, Aircraft quantities can be set. Default is unlimited, but all can be customised to suit requirements. Individual aircraft types can be set to unlimited if required, or set to 0 if they are to be restricted from spawning. Templates for Dynamic Spawn If you wish to customize waypoints, Aircraft properties and weapon restrictions to aircraft spawned using dynamic spawn this can be done by creating templates. To create a template, first place a client aircraft of the same type that you wish to give the waypoints to on the airfield, and set the waypoints as required. Then select the “Dyn. Spawn Template” option on the aircraft information panel Now return to the warehouse screen for that airbase, and apply the template with related group name to the aircraft type Aircraft used as templates can be hidden from the players using the slot password option, to prevent them being visible in the traditional slot selection screen in game. This is recommended to avoid player confusion. Using Dynamic Spawn in game When loading into a server using Dynamic Spawn, players will be presented with an overview of the new interface. This can be hidden on future server joins using the “Do not show again” option. Select your coalition, and once the coalition is selected, the “Join” button will become active and the coalition can be joined. On the spawn dialogue, there are now 2 tabs - “Spawn Slots” and “Dynamic Slots” Spawn slots is the traditional spawn system, and any slots using it will be shown here. Also this tab is used to join multi-crew aircraft. The first pilot can spawn the aircraft using either dynamic or traditional spawn, and then other clients can join using the “Spawn Slots” tab. When “Dynamic Slots” is selected, you will be presented with a list of spawn locations available. They will also be shown on the map with icons at the spawn location When a location is selected, a dialogue will be shown to allow the player to select the aircraft type required. Here the loadout can be selected, along with fuel quantity, countermeasures, Hot/Cold Start (if enabled) and livery.
    16 points
  6. Stable Version Current version number: 2.9.5.55918 Next planned update: 11th July 2024 ( subject to change )
    14 points
  7. Testing is still in progress, as soon as I am given good news I will let you all know. thank you
    14 points
  8. Hi the team are looking into the FC3 issues currently thank you
    12 points
  9. I completely understand, and appreciate your frustration. @BIGNEWY I know you've submitted this as a bug to the team, but can you please ensure they understad the context and the detail as outlined by @mbucchia and the fact that in the MT binary version they are doing OpenXR "wrong" and are not compliant with the standard. There are a large number of VR users thast rely on this implementation by Matt to achieve acceptable performance in VR. It would be a real shame to let this one drag on, as it has been and absolute blessing for many many months. @mbucchia Frankly, given what you've already done I'm sure the community who have been reaping the benefits of your work for the last couple of years would be able to cover the code signing cert cost plus some Kickstarter!
    11 points
  10. Hi all, we are working on the authorisation issues some users are seeing. thank you
    9 points
  11. I cannot release any new version because my signing certificate expired in February and the cost of digital signing has gone from $200 to >$1,000 in 2024, so I'm not getting a new one. I'm also real real real tired of repeating myself ED And specifically initial report point 2) here (March 2023):
    8 points
  12. Steam should get the 20% discount, the team have been informed and have requested the price change thank you
    7 points
  13. Hello Ivan, can you send me a PM of exactly what you're asking? Thanks. ED just released the Afghan and Flaming Cliffs Trailer so I think the Update will be released soon. What caught my eye was the new Insurgent Character below. So they may release the new soldiers they've been working on as well. I will be creating some Armored Assets for the Afghan Map. I have a very good inventory of Armored vehicles and Tanks. Stay tuned for that. At the moment I'm prepping the Submarines pack for release. Late note: The update has been released!!
    7 points
  14. Hello Everyone So! Today you might thinks there's not really much of a progress but there was a lot of work.... - First of all the rudder pedals were added, with all that goes around it, - Then the stick was added too, - The main MFD was reworked, - The cockpit shape itself was reworked (mainly re-topo), - The work has started on the rear cockpit -..... This list is non-exhaustive, lot of work has been done these last days in the code too and all of this is still WIP ofc -[FR] SHELTER OhOh Caffeine Simulations 3D artist EDIT: We are aware alot of our forum images have been vanishing, we are aware of the issue, and are working on a fix Cheers Hayds
    7 points
  15. Not my screen, friend reported this after downloading Today's patch. He has FC3 and dont want to have FC4. DCS 2.9.6.57650 null This information is also not correct, it turns out that there is no access to FC3 at all, so not to 2 days but already from now.
    6 points
  16. FYI this is the specific line that checks for DCS and enables the workaround to their incorrect multi-thread frame submission logic: https://github.com/mbucchia/Quad-Views-Foveated/blob/957ff0327185ea29acc41fc86c4cdc3caf428fb9/openxr-api-layer/layer.cpp#L175 The new version of DCS seems to report "DCS" instead of "DCS World". As mentioned above, while this looks like an easy change for me, it isnt: 1) ED needs to provide the real fix, as explained in March 2023 and again in December 2023. If the real issue had been addressed at the source, this wouldn't be happening today (since there would not be a need for a game-activated workaround). Changing the name in QVFR only opens the door to it breaking when ED decides to use "Digital Combat Simulator" as the app name in the future. Always activating the workaround creates a maintainability issue where the workaround could potentially break non-DCS apps. 2) I don't have a code signing certificate today, so any release I'd make would break anti-cheat software (not in DCS, just ANY OpenXR game installed on your machine), which isn't something I'm going to do (cause then that is more fallout coming in my direction, for something that isn't even my problem). Acquiring a code signing certificate with Cloud Signing is >$1000 AND also several hours setting up a token vault and all of the other goodies that the digital government now requires. Not really sure what is the point of me spending hours of my time writing all this this stuff and explaining best practices and making detailed bug reports, pointing out issues, if this work just goes down the trash can without probably being read at all
    6 points
  17. ModelViewer2_cLM2RgBCHz.mp4 FM: The FM of the BO-105 is nearing perfection. We have had many discussions with active BO-105 pilots in the last few weeks. Based on the input, the MEDUSA SYSTEM will be expanded. MEDUASA will be fed with additional rotor blade bending formulas. PERFECTION. We want to present you with a 100% FM. A PFM that has never been seen in a simulator before. 3D/Graphic: Due to the current limitations, which include morph targets, we have decided to create the pilot/co-pilot model in such a way that we can animate the basic bones animation for the large bones of the head. Result: See Video
    6 points
  18. Final Changelog for next public version (sorted oldest items first): Rar File Added to First Post.
    6 points
  19. New infantry insurgence unit on Afghanistan release video. null
    6 points
  20. We don't use it in the real aircraft because it will perform its intended function during a critical phase of flight when you've forgotten you turned it on. This will lead to the pilot believing there's been a malfunction when there wasn't one and react accordingly (read poorly). It's super easy to just manually drive the nose down when you need the increased visibility over the nose and then reset the stab by just z-axis'ing (pushing) the stabilator button and returning it to auto. We actually actively discourge the use of the NOE/A mode because it's to easy (and better) to achieve the same effect manually.
    6 points
  21. BN, hasn‘t come around yet with opening the topic….. so as a placeholder Just needed a place to say: Wow! The change log is impressive!
    5 points
  22. Unfortunately, the idea is not good, it obscures the map. Alternatively, maybe add a new function in the map options - on/off countries? Now it doesn't look nice, at least to me.
    5 points
  23. Added to first post. Forgot to mention, there is a online manual, in the help icon on the top right, I'm slowly building the manual sections at a time.
    5 points
  24. Note that the bug is specific to ED'S multi-threaded code (they are submitting data from the wrong frame, a blantant violation of the OpenXR standard), so the ST version of DCS isn't affected (someone confirmed to me that it worked). Also, if you are on Varjo, you could disable Quad-Views-Foveated and instead use Varjo-Foveated, because that tool did not have the conditional check on the app name (unlike Quad-Views-Foveated, the Varjo-Foveated tool is pretty much only useful for DCS, so I never checked which app is running before activating the workaround).
    5 points
  25. It's huge! (that's what she said)
    5 points
  26. Version 1.0.12 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.12 * Updated mod to be compatible with DCS 2.9.6.57650 Data.lua changes
    5 points
  27. I just find it incomprehensible that you have this entire population of DCS community customers using this technology and somehow you release this and break the experience for all these folks ? Fix your testing process. Wake up that your customers use eye tracking headsets. It's like a web company not testing if their apps works in Chrome. Who does this ? And why aren't the devs fixing things that this contributor has provided, including instructions on how ? He is making software to make DCS a great experience in VR, I think you'd find some value in that. The irony is this patch was delayed - maybe it should have been delayed longer - I can't use my VR and I can't use my FC3 modules I paid for. And my F-15E isn't getting updated anymore. What is going on ED ?
    4 points
  28. How can you not have anyone with a Pimax Crystal on your testing team. Painful - i have a Quest 2, Reverb G2 and a Crystal sat on my desk for god's sake and im not even an IT company or have any professional interest in this sphere. You like to say your embracing the future and VR is important (as per wags interview some time back) how can you credibly say this without even testing the basics - ONCE AGAIN the internal testing team have let game breaking issues through to release, and its not like we even have the option to revert to "stable". What is going to be done, and more importantly when.
    4 points
  29. ModelViewer2_cLM2RgBCHz.mp4 FM: Das FM der BO-105 nähert sich der Perfektion. Wir haben in den letzten Wochen viele Gespräche mit aktiven BO-105-Piloten geführt. Basierend auf den Inputs, haben wir das MEDUSA SYSTEM erweitert. MEDUSA wird mit zusätzlichen Rotorblattbiegeformeln gefüttert. PERFEKTION. Wir möchten Euch ein 100% FM präsentieren. Ein PFM, das noch nie zuvor in einem Simulator zu sehen war. 3D/Grafik: Aufgrund der aktuellen Einschränkungen, zu denen auch Morph-Targets zählen, haben wir uns entschieden, das Piloten-/Copilotenmodell so zu erstellen, dass wir nur die Basis-Animationen des Kopfes umsetzen. Siehe Video
    4 points
  30. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.6.57650/ Introduced a new terrain module: DCS: Afghanistan Map by Eagle Dynamics Introduced a new terrain module: DCS: Southwest Afghanistan Map by Eagle Dynamics Presenting Flaming Cliffs 2024 that contains: Eight existing Flaming Cliffs 3 aircraft: F-15C A-10A Su-27 J-11 Su-33 Su-25 MiG-29 MiG-29S Three new Flaming Cliffs aircraft: F-5E FC F-86F FC MiG-15bis FC New campaigns: DCS: F-16C The Gamblers Campaign by Baltic Dragon DCS: UH-1H Worlds Apart Stormfront Campaign by Low-Level-Heaven Mission Development DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations DCS World New Launcher that allows you to configure and manage DCS prior to starting the program. New Multiplayer “Select Role” interface added to enhance respawn functionality with additional information and the ability to see exact respawn locations on the map and interact with them. Note that spawn locations icons are aggregated based on the map zoom level. A “Server” tab has been added in the briefing images panel in the Mission Editor. This allows you to add an image as a header to the first screen that the connected player sees before joining a coalition. We will monitor feedback for future adjustments and additional features. New Dynamic Respawn slots system has been added that allows mission designers to set up airfields serving any aircraft respawn its associated warehouse without the need of specific placement in the editor. Airfields with active dynamic spawns are specifically marked on the map with a hexagon icon. Parking spots are assigned automatically on a respawn request. We are coordinating with MOOSE, MIST and CTLD developers for supporting these new spawn methods in their scripts (Thank you Pikey, funkyfranky, Grimes, and Ciribob). Additionally, a specific dynamic spawns template system was added to customise dynamic slots properties and restrictions. Detailed description here AI Ground. Added the ability for SAM to evade ARM (enabled by default, but can be disabled in Set Options - Evasion of ARM). Units that detect the missile will turn off their radar(s) and displace. Units that cannot move quickly will simply turn off their radar(s). The higher the skill level, the higher the likelihood that the air defence unit will react to the incoming ARM AI. Performance-demanding logic of target detection and line of sight checks have been moved to a parallel thread. This gives more headroom for the performance, especially on AI-populated dedicated servers with large scale battles. This applies to ground, sea and airborne AI units. AI Ground. Added a new air targets detection system for ground AI. Updated 3D model of M1A2 Abrams. Added M1A2C SEP v3 Abrams unit model. Added MRAP MaxxPro unit model. MBT T72B3 is available for the player control AI Aircraft. Added a new “Combat Landing” option for AI helicopters. This allows for much faster approaches and landing in combat conditions. It also controls the heading to take when taking off again. AI Aircraft. Helicopter terrain collision checks needed for low-altitude flight have been moved to parallel thread. AI Aircraft. AI aircraft set to RTB on bingo with no airbase in their flight plan would endlessly orbit at their last waypoint. The AI is able to find a divert airbase and land. AI Aircraft. AI helicopters will now correctly fly their route after an embarking task. AI Aircraft. AI would sometimes orbit the aircraft carrier after takeoff, endlessly, in some circumstances - fixed. AI Aircraft. Changed old ED's F-4E AI 3D model to new one by HB. AI Aircraft. Crash AI Helicopter during ATGM attack - fixed. AI Aircraft. Fixed some issues with helicopter cargo transportation. AI Aircraft. Possible helicopter collisions during disembarking task - fixed. AI Aircraft. Helicopter wingman can't land during the task Land in some cases - fixed. AI Aircraft. Plane stops gaining speed during takeoff after refuelling - fixed. AI Ground. Crash during infantry disembarking from helicopter - fixed. AI Ground. CTD when a unit reaches a point with a script in a task - fixed. AI Ground. Infantry with RPG units perform only one shot at helicopters - fixed. AI Ground. JTAC not working with some callsigns - fixed. AI Ground. Artillery “Shoot and Scoot” option added. Currently, it is linked to the “Fire at Point” task in ME. After completing the fire task, the artillery group will immediately relocate within a given radius to avoid enemy counter-battery fire. AI Ground. S-60 AAA engaging missiles - fixed. AI Ground. Incorrect “Ural-375” name changed to “Ural-4320”. AI Ground. Added a feature that allows units requiring longer deployment times (e.g., (SA-11) “Buk”) to be positioned in a combat-ready state if placed in the editor without route points. AI Ships. Possible ATC crash during takeoff from ship - fixed. AI Ships. Submarines do not follow the assigned route - fixed. F10 map. Threat and detection rings of ground units are always visible on the F10 map and cannot be toggled off - fixed. Input. Modifier prevents execution of “Command Menu Next/Preivous/Select/Return” inputs - fixed. Graphic. Shadows on the surface have artefacts when SSS is enabled - fixed. Graphic Effects. Ship wakes moving in reverse have been adjusted. Graphic Effects. Dynamic weather causes water to “follow” client aircraft in multiplayer - fixed. GUI. Options. Graphic Presets. Fixed GUI Error when selecting preset in some cases. IR Render. Added IR signature of ship wake effects. ME. Fixed error when click button Clear in resource payload window. ME. Fixed GUI Error when click button Fill Col in resource payload window. ME. Fixed GUI Error when clicking on a supplier group in some cases. ME. GUI Error if you double-click on the trigger zone window - fixed. ME. Incorrect placement of panels after moving units in some cases - fixed. ME. Map twitches when a unit is selected - fixed. ME. Open/Save mission panel size increased. ME. Switching waypoints through prev and next buttons changes the altitude - fixed. ME. Added a warning, when appropriate, about placing a unit on a sloped surface. A notification will appear on a red background indicating the current value and affordable limit (in parentheses). Mission Planner lets users move static objects - fixed. Mission Planner shows threat and detection rings of hidden units - fixed. MP. Clients can see only their own routes and can't see routes assigned by another client - fixed. MP. DS. Command line options no longer conflict with dcs_start_options.lua settings. MP. Copilot of a multi crew helicopter sees a sling load jumping around - fixed. Rearm Panel. Fixed weapon settings not being applied after rearming using a loadout preset. Static objects. Added handling hit and kill events for static objects Terrain Engine: Improved clipmap technology: more detailed rendering of terrain ground textures. NEW: field and town material for a more realistic experience. Weapons. Added S-5KP and S-5M rockets with corresponding loadout options. Weapons. AGM-45 after launch falls into the water - fixed. Weapons. AIM-7E/E2 mass decreased. Weapons. AIM-9X lift/drag ratio tweak. Weapons. Corrected delay-fuzed bombs’ deceleration in buildings and ships. Weapons. Corrected thrust and drag values for S-8 rocket family. Weapons. Delay-fuzed weapons wedged within ships will now move with them. Weapons. Fixed appearance mismatch between owner and network observers Weapons. Fixed erratic behaviour of parachute illumination flares. Weapons. Fixed mass inconsistencies for several rocket launchers and racks: LAU-68D/A, LAU-131, B-8M1, LAU-3, LAU-10, TER-9A, UB-32A. Weapons. Fixed MIM-104 oscillations just after launch. Missiles switched to PN guidance. Weapons. LS-6 autopilot settings fixed new range tables. Weapons. Mk 20/CBU-99 inaccuracy and premature airburst when equipped with FMU-140 - fixed. Weapons. R-24 missiles. Corrected motor plume position. Weapons. R-24 missiles. Ejector launcher changed to a rail. Weapons. Rocket motors' smokiness now depends on ambient air temperature. Introduced three basic types of contrail (smoky, reduced smoke, minimum smoke) with different temperature-related properties. Weapons. RPG-16 rockets speed is too high - fixed. Weapons. S-75 (SA-2). Added delay of control after launch. Controlled flight begins 2.5 seconds after the booster is separated. Weapons. SM missiles. Adjusted SM family lift/drag ratio. Weapon settings panel. Added descriptions for fuzes. Weapon settings panel. Corrected AGM-45 seeker descriptions. Weapon settings panel. Removed M904 and M905 from fuze options for PGMs. WWII Assets Pack. Wurzburg radar angles fixed DCS: F-15E Suite 4+ by RAZBAM Simulations Radar inoperative problem fixed by Eagle Dynamics. DCS: F-16C Viper by Eagle Dynamics Radar: Introduced false targets. They are caused mainly by internal receiver noise and ambient noises at receiver input. The radar internal circuits maintain false target rate constant with an average frequency of one false alarm per minute. Fixed: Сrash when switching weapons when using unlimited weapons. Fixed: Crash when receiving SEAD Target into steerpoint 127. Fixed: Crash using GBU-24. Fixed: ACM modes stop working if you lose lock. Fixed: Laggy HUD TD box. Fixed: Level 5 gun piper. Fixed: ACM lock lagging/lost. Fixed: Bomb mode selection not updating dynamically. Fixed: Unable to bug MSI tracks that are correlated to radar memory tracks. Fixed: Non-selected AGM-65 seekers that are not in TRACK mode are not resetting to SLAVE or BORE modes. Fixed: Search target hot lines don't work. Fixed: AGM-65 can become non-space stabilised after launching. Fixed: Elevation bar scan values are wrong in certain circumstances. Fixed: Texture artefacts and geometry errors. Fixed: Maverick seeker LOS slave to FPM at TMS Down Ignores SPI. Fixed: TGP cannot change level setting in MGC mode. Fixed: FCR "NONE" hides everything, including your own FCR tracks. Fixed: FLCS TO/LDG Gains affected by weight-on-wheels. Fixed: In external view, pilot helmet clips canopy when looking back. Fixed: Inconsistencies with the JDAM AD CNTL settings. Fixed: CBU-87/97 inconsistencies with CCIP/CCRP calculations. Fixed: Impact Distance setup in SMS ripple is halved on impact. Fixed: Need to reverse left arm patch orientation. Fixed: TNDL Power resetting to HIGH in ME. Fixed: HARM in POS missing leading zeros on bearing in HUD. Fixed: AGM-65 in EO-VIS mode removes range scale after first launch. Fixed: Switching AG Weapon on SMS page keeps delivery mode of previous selected AG weapon. Fixed: Able to move A-G radar cursor without SOI. Fixed: Rename option on HSD CNTL page 2 to "A SMDL". Note: Although not ready for this update, the Sniper Advanced Targeting Pods is in advanced development and planned for release later this year. DCS: F/A-18C by Eagle Dynamics Radar: Introduced false targets. They are caused mainly by internal receiver noise and ambient noises at receiver input.The radar internal circuits maintain false alarm rate constant with an average frequency of one false alarm per minute. Added ACM Bump function. Added: Joint Programmable Fuze (JPF) page. Fixed: TWS filed targets removal logic. Fixed: Sparrow active tracking in Flood mode. Fixed: AIM-9X cannot get seeker to lock on target with HMD if you have a L&S target. Fixed: Selecting different nose fuses will produce dud bombs. Fixed: GBU-24 is not ready and without fuse options. Fixed: GBU-24 - Wrong modes. Fixed: Controls lock after 2nd takeoff with SC disabled- MP Only (In a multiplayer server with just the Stennis, and supercarrier uninstalled. Controls lock on second takeoff). Fixed: Spin Recovery Mode is not working. Fixed: Radar stuck in acquisition or track pattern. Fixed: SA page does not show Mach + Altitude info for SURV trackfiles. Fixed: DL-13 Datalink page UFC option invisible. Fixed: RWS incorrect HAFU display logic. Fixed: TWS elevation bar selection with TDC is broken. Fixed: Radar enters wrong scan patterns in TWS after exiting STT. Fixed: Update RU manual with new sections based on EN version. Fixed: STT switches to MED PRF incorrectly and causes the lock to drop. Fixed: Laggy HUD TD box. Fixed: SA page missing ground speed indication. Fixed: Ground designation HAFU from Link 16 capable aircraft is visible on the AZEL page. Fixed: FLOOD mode after STT launch is reverting back to TWS. Fixed: Incorrect FLAPS operation while FCS GAIN switch is in NORM. Fixed: Cannot use “Undesignate” function(s) if sensor control is on the SA page. Fixed: AIM-9X, Seeker doesn't "truly" lock on target with HMD. Fixed: All ACM modes reverting to previous non-ACM search mode after breaking lock. Fixed: SA page TDC much slower than in RDR ATTK and AZ/EL. Fixed: SA page Mach and Altitude info not the same colour as trackfile. Fixed: SA page does not show the DT2 target. Fixed: MFUZ options for dumb bombs and PWII type weapons. Fixed: Cage/Uncage short press does not enter FACQ. Fixed: Yaw damping inaccuracy. Fixed: GBU-24s and AGM-154Cs do not release if you drop fuel tanks first. Fixed: HARM H-Off Hud symbology stays visible without any HARM left. Fixed: TOT is calculated based on MSL Slant Range, offset at higher altitudes. Fixed: JDAM loaded with FMU-139 and DSU-33 has duplicated VT1 EFUZing options in SMS. Fixed: JSOW AGM-154C does not have working fuze. Fixed: FMU-143 setup is incorrect. Fixed: Target diamond has different location on HUD when guided weapons are used. DCS: A-10C II Tank Killer by Eagle Dynamics Night vision goggles turn HMCS green - fixed. Now in Hot target elevation mode the dual CM pipers are not overridden by dual pipers from Variable Target Elevation in case when Variable Target Elevation is not set (i.e. is set to 0 in IFFCC menus). DCS: MiG-15bis by Eagle Dynamics Fixed:Multiple RSI-6K radio input errors. DCS: AH-64D by Eagle Dynamics Fixed: Burst limit inoperative - multicrew (Burst limit appears to be inoperative/bugged when set by CPG in multicrew setting. CPG reports the gun fires a maximum of 5 rounds per pull of trigger, regardless of burst limit setting. Pilot only hears one shot for each pull of trigger). Fixed: Some desync when CPG joins after start. Fixed: If the WCA sub-page is entered from the ENG page, it should return to the ENG page if de-selected. Fixed: Client/CPG weapon usage in multicrew not synced with Pilot crewstation. Fixed: CTR TANK EMPTY is being removed from EUFD without the FUEL page displayed. Fixed: Multicrew client in CPG seat receives ECS DEGRADED AFT advisory on EUFD. Fixed: Pilot models twitch in a multicrew when viewed from the CPG seat. Fixed: Synchronisation of IDM advisories on EUFD. Fixed: CMWS desync in multicrew. Fixed: ME data fields won't accept compatible Keyboard Unit characters. Fixed: Squelch desync in multicrew. Fixed: Chaff CONTINUOUS salvo count option. Fixed: Synchronisation of TGT by IDM. Fixed: Power Lever in CPG cockpit jittering. Fixed: Need to set NAV system precision threshold so DL won't break. Fixed: Payloads should be updated with MMA. Fixed: Cannot start APU after shutdown and repair. Note: Much of the AH-64D work is focused on the ATA and RMAP modes of the Fire Control Radar. This will be available later this year. In parallel, we continue to work on the flight model and flight control system. DCS: Supercarrier by Eagle Dynamics Added Air Boss (Primary Flight) deck. Press Right Alt + F9 to enter the PRI FLY deck. Toggle movement and mouse interactive control by pressing Right Alt + C. From the PRI FLY deck you can: Move around the deck using the W, A, S, and D keys. Adjust ship lights through the ship light interface panel. Steer and adjust ship speed using the ship control panel. View recovery cue using the recovery panel. View recoveries using the PLAT camera screens. View airspace around the carrier with the map panel. Use the mouse wheel to zoom in and out and the left mouse button click and hold to pan. Added LSO station as slot. Press Left Alt + F9 to enter. Fixed: Arresting cable in PLAT appearing too thin. DCS: F-4E Phantom II by Heatblur Simulations Performance: More Performance optimization for various systems, subsystems and calculations. CTD: Fixed CTD when entering bad Bombing Table values. CTD: Fixed CTD when ejecting shortly before Jester dies. MULTICREW: Fixed multicrew (continuous) desyncs with the WSO and the Pilot, when having different options selected for 'Use Radar Antenna Hand Control also for Radar Cursor Control Panel'. This would also cause major performance issues in multicrew. CORE/ANVIL: Reworked and improved the performance of tick distribution for all systems. CORE/ANVIL: Significantly improved performance of event handling. CORE/ANVIL: Reduced CPU cost of all pneudraulic calculations. HBUI: Fixed HBUI rendering in external view (F2) and similar. HBUI: Added Special Option: HBUI Offset (vertical) - existing Horizontal Offset has to be set again. HBUI: Made CEF not ping google.updatapis.com anymore. HBUI: Moved "comms check" in the CC menu so that other items have a fixed position. HBUI: Wheel chock options now close the CC menu instead of keeping it open. HBUI: Renamed "Light"/"Dark" Theme Special Options to prevent l10n clash. HBUI: Improved Special Options Page: Fixed special options sliders. Improved special options descriptions. Increased default values for AFCS breakout dead zones (CAUTION: might reset your values). JESTER AI: Added JESTER TAS callouts during bombing: supports TGT FIND, L, OFFSET, LOFT, OS, TLAD and TL. JESTER AI: Massively improved JESTER’S Antenna Elevation accuracy from 1.5° to 0.005°: JESTER now also follows targets with the antenna much faster. Also improves target spotting capabilities at co-alt because JESTER is now better at putting the antenna at 0°. JESTER AI: Fixed JESTER ejecting after high altitude tail slide. JESTER AI: Fixed Jester not setting the mode knob in HDG MEM causing BATH alignment problems. JESTER AI: Taught JESTER how to use the pullup tone and light. JESTER AI: Moved Jester phrase "Contacts" to "contacts_iff" folder. JESTER AI: Added a 3 nm exclusion zone around friendly airfields for JESTER fuel state QnA. JESTER AI: Fixed bug where JESTER radar doesn't work in dogfight anymore. JESTER AI: Fixed Jester automatically saying "Ready Pre Contact" for AAR: Make sure you are within 100m of the tanker. Have the UHF panel set up to talk to the tanker. Already called "Intent to Refuel" yourself (also has a bind). Then open the AAR door and Jester should say "Ready Pre Contact" automatically. You can cycle the door and he will say it again. Radar: Increase radar search angle to include main lobe and first 3 sidelobes. Weapons: Added Smokewinders (smoke generators for airshows). Weapons: Added RoR slant range output and WRCS AGM-45 mode for the bombing calculator. Weapons: Removed obsolete and non-functional Bullpup-C loadouts. Weapons: Updated F-4E unit payloads. Weapons: BombCalc: Small adjustments to default values and steps for input fields (thanks Hawkeye_UK!). Weapons: Added NaN protection for the ToF in the bombing calc. Weapons: Added weight correction for mils in DL, L and Direct mode in the bombing calc. Weapons: Added support for new DCS Laser Code Fuze options. RWR: Adjusted the RWR BIT (added different PRFs for bands and added launch warning audio test). RWR: Updated handoff sounds (For example: Made aircraft radars that used HPRF for track use MPRF instead). RWR: Improved the audios used in case of unknown radar and during BIT. Systems: Fixed tanker not disconnecting when ext tanks full. Systems: Connected AAR door to power (5A No2, D1, ESS 28VDC) and Utility Hydraulic. Systems: Fixed countermeasures being dispensable with speedbrakes out. Systems: Reduced threshold for AFCS disengagement with rapid stabilator movements: Fixed AFCS sometimes not disengaging during rapid stick movement during AFCS ground check. Systems: HUD shutter now uses rotation instead of pull. Changed arg for hud shutter to 1200. Engines: Fixed incorrect engine spool time. Engines: Adjusted cartridge engine start time. Engines: Improved refuel rate for AAR. Navigation: Fixed an issue with the WSO turn needle and some other potential HSI issues. Navigation: Fixed reversed WSO magnetic compass animation. Navigation: Fixed VOR and ILS when flying away from the selected heading. Navigation: Fixed a bug where VOR<->ILS was not always switching correctly at some frequencies. Navigation: Changed HDG MEM alignment to be on by default in the Mission Editor. Damage Model: Temp fix to damaged rudder being usable. Damage Model: Slightly raised Nav Comp over-G damage threshold Inputs: Added temporary Pilot AFCS binds to WSO inputs Inputs: Renamed mouse hint for "Show/Hide Radar Boot" to "Screen Glare Shield" Inputs: Added Target FREEZE/INSERT lamps (on button) Inputs: Improved bind names for Mirrors and Dispense Countermeasures Inputs: Made IFF switches spring loaded where necessary Inputs: Fixed keybinds for Screen Glare Shield Inputs: Fixed Radar Antenna Elevation inputs and clickable Inputs: Removed sound for antenna elevation wheel "switch" Inputs: Added slow/fast binds for Antenna Slew and Weapon Slew Inputs: Made INS Lamps press-to-test (rotate-to-dim) Inputs: Added "[WSO]" prefix for Pilot’s antenna up/down bind. Inputs: Fixed the last radio digits knob not working properly in easycomm Inputs: Following keybinds have been fixed that required rebinding: Fixed reversed 9-VIS/12-VIS ACQ mode binds Added slow/fast binds to Radar Gain (fine) Inputs: Added reversed binds for 2-way switches (128 new binds): Useful when wanting to map a 2-way switch for example as ON/OFF instead of OFF/ON. Inputs: Fixed Mirrors being clickable by other crew member Inputs: Added temp WSO binds for FREEZE/INSERT/RESET WRCS target: enables OFFSET bombing without hopping back and other useful techniques, especially with the Pave Spike Inputs: Fixed bind clash with Brake and Pinky (LShift+D) Missions: Added Shrike Caucasus Instant Action Mission Missions: Added missing option to disable pictures in training missions 5-8. Missions: Updated several missions by Sedlo. Missions: Updated Chinese localization for training missions 1-3. Visual: Fixed TGT FRZ button lamp Visual: Changed TGT FRZ lamp texture Visual: Improved external LoDs Visual: Fixed 1 wing poly smooth-group Visual: Bombing Tables visual and performance update (thanks to Amadeus!) Manual: Updated the in game manual Manual: Updated Chinese Localization and Manual Localization: Deleted obsolete l10n folder in Mods (duplicate of CoreMods) DCS F-14 Tomcat by Heatblur Simulations NEW: Complete re-work of all F-14 engine sounds (cockpit and external): Replaced previous audio samples and added several completely new pieces of audio. Re-done sdef and sound configuration files. New code to make sound more dynamic. Updated flap damage model: Flap actuators are more sensitive to G loading. Flaps have more drag at higher speeds and AOAs. Flaps can now blow backwards if actuators have been severely damaged due to overspeed or over G (asymmetric flap limiter does not prevent flap movement with damaged actuators). NEW: AB detent position and deadzone now configurable in F-14 Special Options. DLC and speedbrake now wait 1.5s to retract while throttle is in MIL or higher. Boosted F110 mid-range RPM thrust. NEW: F-14 now may explode if engine fires are allowed to linger or propagate. NEW: Added and updated visual effects for engine damage: New oil leak animation. Improved engine smoke animation. Improved engine fire animation. New compressor stall flame animation. Fixed bugs in fire detection and suppression system. Increased pitch effect from thrust in landing config. Slightly decreased roll power of ailerons and stabs. Slightly increased dihedral effect in landing config (aircraft will return to wings level at very small sideslips/bank angles). Fixed main wheel IDs that prevented anti-skid from working properly. Added Night Filter bind for VDI and DDD. Fixed BINGO knob animating mirrors instead of knob. Fixed RIO Master Caution lamp/button not clickable. Fixed a bug in Operation Reforger II Mission 3 not allowing the player to progress (thank you Rokkett!) DCS AJS-37 Viggen by Heatblur Simulations Updated the Manual Inputs: Fixed non-bindable mouse buttons Avionics: Changed “radio names” - compatibility with VaicomPro Avionics: Moved HUD elements around to their correct positions +-5 markers have their signs General placement Compass, distance/timeline and marker move with the outer 3 degree poles Avionics: Corrected radar colour Avionics: Corrected CI commanded height and reference line positions slightly Avionics: Increased X-axis resolution of A2 picture a bit Avionics: Added accurate low alt. warnings for “low/med/large” safety altitudes when using high drags Avionics: Added comma to HUD (digital altitude’s km indication) Avionics: Fade in for CI after 30s in NAV (anything but FK/BER really) Avionics: Corrected math for Lysbomb pull up command - now shows 4g correctly Avionics: Added the backup mode for Lysbomb Avionics: Removed CI “Symbol” elements to not change brightness with the LJUS SI knob Avionics: Matched the color of CI symbols to one another Avionics: Made the Circle marker move with Video marker with A1/T1 Avionics: Fixed Video marker starting at the left edge of the screen Known issue: Only fixed within 0-180 & 270-360 deg Avionics: Fixed Datapanel display not showing correct data in SPA/A1/T1 Avionics: If < 25% of current leg, make fix on previous WP Avionics: Placed the event markers at +- 2 deg in the “take off” mode Avionics: Made timeline’s rotate command in “take off” mode functional Avionics: Made circle marker render “outside” the radar image on the CI. To an extent.. Avionics: Removed automatic waypoint switching in ANF and SPA Avionics: Changed following annunciation panel fields to blink: Known issue: Blinking does not stop after pressing master caution button CK BRÄ<24 TANKPUMP RESERV EFF TIPPVÄXEL HYRD-TR1 HYRD-TR2 SYRGAS KABINHÖJD HUV o STOL HÅLLFUNK RHM OLJETRYCK BRÄ UPPF TÄNDSYST Avionics: Added the two missing annunciation panel fields to panel test “Blank” OLJETEMP Avionics: Made it possible to use one more LYSBOMB “loadout”: All pylons (S7 & V7) S7 pylons - Center of group will be about 0.4 km long of the target V7 pylons - Center of group will be about 1 km short of the target Avionics: Made TERNAV status value be “1” with weight on nose wheel Also sets confidence to 0 Avionics: Disabled master caution during engine start up sequence Avionics: RAT deploys and retracts in 4 seconds instead of 7 Avionics: Added all real “NAV” reference points for Kola (91xx - 94xx) Avionics: Added all real airfield codes for Kola (9001 - 9069) Avionics: Added multi-runway airfield support TILS on main runway only (one direction) Avionics: Made data display show airfield coords on startup, not the aircraft’s Avionics: Nav system initialization on rotation - Make sure to have LS and runway set correctly Avionics: Fixed “Beredskaps varning” Known issue: Flashes at 5 Hz, instead of 2.5 Avionics: Fixed altitude warning light to flash at the correct 5 Hz Avionics: Added “runway search” if A/C heading is > 15 deg from the stored runway Avionics: Added a filter to not add FARPs that are within a certain distance from an airfield to the “airfield codes” Avionics: FARPs and manually entered runways will have an assumed runway length of 800m (±400m from the FARP/coords) Avionics: P4 (steak mode) for KB pod is started with only the rotary switches on the panel, the “KB switch” is not needed Avionics: Set default frequency on the manual FR22 freq selector to 251.000 MHz, instead of the illegal 123.456 MHz Art: Corrected UVs for ATT button light - Should look like the SPAK and HÖJD lights Art: Changed light bulb for the CI heading bug - should be brighter at low settings Art: Added “reflected” light from ALLMÄN-BEL lights Art: Greatly reduced lights shining through the glareshield onto the windshield Art: Fixed ugly UV error on a panel Art: Changed color on front part of EP13 Art: Normal fixes for EP13 Art: Brought back FLI ball ambient occlusion Rebaked the ambient occlusion for better seam Art: Added ambient occlusion to FLI37 director arms Art: Removed rotation of FLI “illumination” Art: Corrected spelling of “HYDR-TR1/2” Art: Made a new model of the FLI37 aircraft reference Art: Added a simple mesh around canopy frame so correct shadows are cast Art: Brightened up the taxi light Art: Angled the landing light slightly differently Weapons: Removed ability to change CM count: Fixed to 1080 C. and 72 F. (540 and 36 per pod) Weapons: Chaff and flare programs corrected, and chaff amount changed P1: Release chaff every 0.166 sec P2: Release chaff every 0.166 sec for 2 sec, then pause for 2.5 sec, then repeat P3: Release chaff every 0.833 sec P4: Release chaff every 0.833 sec from left pod until empty, then the same for the right one Flares: Release every 3 sec Weapons: SB 71 HD Added fuze arm delay - 4.6s Increased weight slightly Weapons: SB 71 LD Added fuze arm delay - 3.8s Increased weight slightly Weapons: Lysbomb Increased bomb rack weight Fixed fall pattern, to a large extent (DCS limited) Increased “weapon” drag Decreased “total” drag Weapons: ARAK - AP/HE Increased weight slightly Increased ISP of motor - now reaches ~600 m/s + aircraft speed Weapons: Added proxy fused AP ARAK Weapons: BK90 Changed flightmodel to better match CFD Autopilot start delay decreased from 2.0s to 0.5s Decreased drag on aircraft Changed battery time from 1000s to 70s Tuned PID for yaw axis and reduced max deflection of fins - matches real turn performance more closely Decreased approach altitude from 120m to 60m (as mentioned in the manuals) Submunition release timers changed for accurate pattern size with new FM Weapons: AKAN Increased total shell weight - 0.242 to 0,44 kg Increased casing weight - 0.04 to 0.174 kg Added back recoil Weapons: RB-15 NOTE: Will break old weapon presets. Will break old mission that use them Increased drag First digit of address 83 functional Address 85 now functional First digit of address 86 functional (the other two are not applicable in DCS) Bearing search now respects adddress 84 setting They now fly more accurate height profiles They now climb to their “search altitude” and scan for targets. They popup for the search at the correct distances from Bx8. The distances depend on the selected search area size Fix for hitting the water during large turns Place Bx points in a straight line when first placing Bx8 - Avoids them being placed such that launch is inhibited Bx6 dist = Bx8 / 4 Bx7 dist = Bx8 / 2 Bx9 dist = Bx8 + 10 km Weapons: RB-04 NOTE: Will break old weapon presets. Will break old mission that use them Increased drag Changed the descent program be be more realistic: -7.1 deg pitch - ~8 s faster to cruise alt. from max alt Added yaw command to cause separation New guidance logic Will now search for new target if they miss the initial one, or if their initial target is sunk GRUPP now works with two ships detected Changed model used to “RB04AI” for correct RoughMet DCS: Mi-24P Hind by Eagle Dynamics Improved input profiles sorting and translations. Added some informational voiceovers for Petrovich AI. Added more key binds for startup related controls like converters, shutoff valves, fire extinguisher, altimeter, gyros and of course the fan. Fixed: Petrovich reports "Out of missiles" even when a human operator is present. Known issue: While in multicrew in some conditions the main gun can have response lag. It is under investigation. DCS: UH-1H Huey by Eagle Dynamics Added: new Minigun & M60 weapon sounds. Minigun sounds updated. Fixed: Simplified radio odd re tuning can be noted every time a player contacts ATC. Combined Arms by Eagle Dynamics Fixed. IR homing tone does not go away in multiplayer. Fixed. BMP-3 guns audio swapped. Now Drivable: M1A2C SEP v3 Abrams, MRAP MaxxPro, T72B3, MBT Chieftain DCS: Mosquito FB VI by Eagle Dynamics FIXED: Tail wheel too sensitive DCS: P-47D Thunderbolt by Eagle Dynamics FIXED: Tail wheel too sensitive DCS: P-51D Mustang by Eagle Dynamics FIXED: Tail wheel too sensitive DCS: TF-51D by Eagle Dynamics IA mission. Caucasus flight over town. Livery corrected. Added clouds. Changed time to morning. DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed: TACAN shows true course instead of magnetic Fixed: Altimeter does not work properly regardless of ME baro settings Fixed: ADI ball not moving Fixed: Canopy Lock handle shakes when(after) used Fixed: Incorrect briefing pictures Added Paintkit to Docs\Paintkit folder DCS: JF-17 by Deka Ironwork Simulations Fixed: broken AA TCN feature (A/A-B and A/A-S both work as A/A TCN) Fixed: bugged waypoint steering cue Fixed: several dual-mount bombs loadout no fuze settings DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: Sideways flight bug (subject to further testing) Fixed: “Bump” of lift when coming to a hover Fixed: CTD when trying to render empty route line Fixed: CTD when trying to add/create an out of bounds route point or direct point Fixed: MFK not properly synchronised in multi crew Fixed: Editing of manual radio channel frequency not updating SRS Fixed: Logbook recording Fixed: OSET ACQ and ACQOM modes not slewing when accessed from PREPT/SRCH Fixed: AI / F2 view sound not playing DCS: SA-342 Gazelle by Polychop Simulations Fixed: CTD on minigun player joining aircraft Fixed: Rotor RPM not synchronised in multicrew Fixed: Broken ADF DCS Mirage F1 by Aerges General: Added new external model textures. Now the appearance of the textures is much more realistic. Improved aspects like roughmet, weathering, color, rivets, service doors, etc. Overhauled external 3D model to improve accuracy and realism. Added AUF-2 dual bomb rack for fuselage and inner pylons. VR hands are now positioned properly on stick and throttle. Adjusted landing/taxi light visual appearance. 'F1BE intercom hot mic always enabled in Voice Chat' module option was removed as Voice Chat 'Intercom forced PTT' checkbox now implements this capability instead. Animated PTT button in single-seater and at forward seat of two-seater (WIP). F1BE rear cockpit lights are functional now in external views. Minor fix in Mirage F1 EE single missions (instructions after takeoff are now to proceed to INS waypoint 2 instead of VORTAC polar coordinates). Fixed brightness control of the following Optical Sight symbols: "Missile within range" light "Limitations exceeded" light "Missile ready" light "Missile locked on" light Target symbol Moving reticle central dot Added Kola Single and Quick Start missions. Added/fixed external 3D model LOD’s (level of detail). Declared correct service life times for historical Mission Editor mode for all countries and airplane versions. FM and flight controls: Adjusted elevator authority at different Mach numbers. Adjusted roll dampening at different Mach numbers. Increased sideslip induced roll (increased rudder rolling authority). Increased AMEDEE pitch curve. Added control stick lag to model the speed movement limitations in the real aircraft. Adjusted NWS control curves to improve ground controllability. Corrected main landing gear being too soft causing excessive roll on the ground. Increased threshold for yaw servo disconnection so they don’t disengage so easily. Added trim hat sound. Added option to pull the stick fully backwards when the aircraft is trimmed down. Radar: Implemented BZ radar auto acquisition mode. Radar contacts that are outside of TL/BZ modes maximum lock on range (7 km) can now be detected. Radar lock is not broken now at transition to/from and between TL/BZ modes. Implemented radar scope erase for A/A search mode. Radar now always transfers to IC (Short Pulse) search mode, once (C+M or SW)R mode is activated. Radar now keeps its parameters (range and pulse width) when enabling/disabling TL/BZ modes while a target is being tracked. Other systems: Small adjustment to EGT calculation, now transient situations won’t cause the temperature to overshoot the maximum value. Corrected time passed for Oil warning light to turn on in negative Gs. Added option in special options menu to have a 5s delay on the warning. Corrected antifire valve immediately causing an engine stop when closed. Now it will take from some seconds to a minute for the pipes to fully drain. Fixed engine and AB fire warning lights problems: Both lights pushbuttons are now independent in F1EE and fire damage to the circuits makes it impossible to test the lights if the fire burns for long enough. Engine fire can now eventually cause an aircraft explosion. Fixed repair retracting gear with Simplified Gear option on. Adjusted behavior of air conditioning cabin temperature regulation valve. Now all gunpods have burst cutoff disabled. Corrected hydraulic accumulators being pressurized at cold mission start. Inputs and clickables: Renamed Hot/Cold selector switch to Hot/Cold equipment selector switch and Hot/Cold cabin selector switch in front and rear cockpits respectively. Demist switch inputs for BE variant are now functional. Input of Hot/Cold cabin selector switch in front and rear cockpits now functions correctly. Corrected warning horn switch input order. TEL/BZ left wall switch entry in input was moved to the "Radar" category. AI related fixes: AI now correctly controls cockpit night lighting. AI now handles landing and taxi lights correctly. Fixed afterburner effect still being on, disregarding its actual state according to engine, when jumped into an AI aircraft with AB being engaged. DCS: C-101 Aviojet by AvioDev Declared correct service life times for historical Mission Editor mode for all countries and both C-101EB and C-101CC versions. Flaming Cliffs by Eagle Dynamics Su-27. Replaced old liveries with new ones with PBR Su-27. Smoke from the wing smoke-generator continues after the wing is destroyed - fixed A-10A. Сockpit in-panel view MAV TV flicker. Fix DLSS jitter with MFD, added render sorting queues hints. DCS: South Atlantic map by RAZBAM Simulations New - Majorly improved visual fidelity for the whole map which reacts with the lighting perfectly Updated - Majorly improved the look and feel of the towns and villages across the whole map Updated - Upgraded all of the blocks to the latest technology from ED which allows us to add more detail Updated - Expanded some of the Housing areas in and around Rio Grande Known Issues: some blending around some fixed assets such as Stanley Airfield DCS: Kola map by Orbx New - Added Winter Season with Winter Textures New - Port of Kirkness Updated - Optimization pass on surface mesh Updated - updated all blocks with EDs latest technology Updated - Added more infrastructure around the map Updated - Added ports and villages in Finland and Norway Fixed - Corrected wind turbines Z placement Fixed - Increased depth at Polyarny harbour Fixed - Orange trees removed from fields block Campaigns DCS: P-51D Debden Eagles Campaign by Reflected Simulations M10 taxi bug fixed DCS: UH-1H Paradise Lost Campaign by Reflected Simulations Complete revamp with Massun's asset pack Performance optimization Old F-4 model replaced with the new Heatblur model AI pathfinding issue fixes DCS: F-14A Zone 5 Campaign by Reflected Simulations M3 - Added the option to choose a gameplan Old F-4 model replaced with the new Heatblur model already g-warm selected for airstart missions DCS: F-14 Speed & Angels Campaign by Reflected Simulations Already g-warm selected for airstart missions F-86F Hunters over the Yalu Campaign by Reflected Simulations Air bases reworked with Massun's asset pack DCS: MiG-21bis Battle of Krasnodar Campaign by SorelRo Removed custom SnapViews.lua which override user saved cockpit snapview. DCS: Ka-50 2 Pandemic Campaign by Armen Murazyan Mission 10. RPG soldiers no longer fall from the roof Mission 11. After the destruction of Grad, the mission did not continue Mission 12. After the landing of special forces, the mission did not continue DCS: F-14 Speed & Angels Campaign by Reflected Simulations Mission 12. Trigger safeguard added for players that don't follow procedures Mission 15. AI MIG-21s tuned down a bit Removed next events to prevent AI collisions DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations M2 Intro. Wrong date - fixed M3. Some adjustments for AI behavior M6. Enemy skill level adjusted. Enemy ship sometimes hit himself - fixed DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations All missions. Adjusted scoring so that Player does not get penalized for exiting the mission prior to completion but will be able to replay or skip via the Campaign menu interface. Thank you connos. Entering Practice Sortie was interfering with the consecutive loading of the rest of the Primary Missions. Fixed. Mission 11. Completely reworked attack scenarios for wingmen and scoring. Mission 12. Completely reworked attack scenarios for wingmen and scoring. Thanks Animal66. DCS: MAD AH-64D Campaign by Stone Sky Mission 11. A bug was fixed that prevented the mission from continuing All missions. FCR has been added to all missions
    4 points
  31. Try disable new launcher in launcher's option menu Then it will work
    4 points
  32. Everytime a new DCS update is released I make a compare to see which files have been changed. This way I can find patterns of changes rather than test every single asset individually. One thing I noticed with this update is that ED seem to be locking stuff down even more, making it even harder for modders. A lot of the LUAs are encrypted since long time ago, and sincea couple of updates ago all the new ED assets are also encrypted (including the EDMs). With this update they seem to have removed access to the weapon schemes also. This means it's going to be much harder to create custom weapons. Modders are still relying a lot on old unencrypted 2.5x LUAs, and since ED are encrypting more and more parts of DCS, I'm running out of ideas of how to find information on how to implement new features.
    4 points
  33. I can see the underlying mesh.. Also. Expectations vs reality Norway, southern part: (And even with nothing there, the performance is really bad.)
    4 points
  34. Yep, I've installed the new DCS update and I'm currently testing things...
    4 points
  35. Hi Guys, we have this in our to do list and will be Fixed shortly. We are now focused to release the Flight Director, after this we will work on this issue. Thanks for your patience. Inviato dal mio SM-F731B utilizzando Tapatalk
    4 points
  36. Awesome, this is a great addition to the game. I can't stress this enough. Some pointers: 1. Assigning one template per aircraft type is not very useful as long as DTC is not implemented. There should be an option for the player to select a template when spawning (imagine choosing between a CAP or STRIKE sortie). As we mostly care about waypoints and radio freqs - maybe creating a dynamic template that shares only the waypoints with dynamic slots would be good (aircraft type does not matter in that case) 2. Additionally, showing us the waypoints of the selected aircraft before we spawn, would be a great addition. 3. How about an air start dynamic slot?
    4 points
  37. Does the dynamic spawn system work in single player? I tried making a mission in the editor, set up one airfield as Red and another as Blue, set both to use dynamic spawns as shown in the OP, but I only see the dynamic spawn interface when starting the mission as a multiplayer server, not in single player mode. If it doesn't currently work in single player, it seems like that would be a great feature to add, as there are several large missions (such a Foothold or Pretense) that can be played in single player mode and would benefit from having the dynamic slots.
    4 points
  38. Confirmed an official fix is in place, the radar functions in the absence of Budgie. You may delete the mod and resume normal DCS use. I will take a break before releasing the next update to Budgie which is the just in case version, I had the interim patch nearly ready and it was working really well in testing. It was probably less than 48 hours away. Thanks to all who helped with testing, providing feedback or words of encouragement along the way.
    4 points
  39. Der Radar-Bug ist direkt wieder gefixt worden (war das erste DCS Update seitdem der Bug bestand). Man kann die Strike Eagle nun also wieder wie gewohnt genießen
    4 points
  40. LMFAO!!!!!!!!! You can never drop enough of those into the jungle.
    4 points
  41. Not planned currently A patch is planned for today the 11th of July which will include Afghanistan. thank you
    4 points
  42. Patch is planned for today 11th of July with Afghanistan thank you
    4 points
  43. I really don't get it. People spend tons of money (at least in theory) to get a "realistic" force feedback stick - and then proceed to use a desk mount with no extension whatsoever. Use a proper extension, a proper throw limiter and mount it lower between your legs, where it belongs. Most of the (physical) problems are instantly solved and we can go back to the real issue - which is the software.
    4 points
  44. Anything a Chinook can do, a Merlin can do too...
    4 points
  45. Strangle airport on the last newsletter... no Kola or Caucasus airport... EDIT: Confirmed that has Berlin Schönefeld airport.... ED "Germany" map on progress.
    4 points
  46. Uninstall quadviews foveated and install varjo foveated Performance is typically slightly better with varjo foveated anyway. Ensure you disable openxr toolkit! Read @mbucchia's excellent wiki on his GitHub page and it will all be good. If you have 3080/90 I would recommend 39ppd in varjo base, 1.0 focus and 0.6 peripheral in the config file with DLAA to quell the shimmers.
    3 points
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