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  1. @BIGNEWY I am going to write this up one more time, especially since it looks like my message from March 2023 was partially lost. The following trace is captured today with DCS MT and quad views enabled on a Varjo. But it doesn't matter, it's the same issue with Pimax, Quest Pro, etc. The trace shows 2 consecutive OpenXR frames (xrBeginFrame -> xrEndFrame). As reminder, with quad views, per OpenXR 1.0 spec section 12.143.1 > The first two views (XrViewConfigurationView) will be for the left and right eyes for the outer viewport. The views 2 and 3 are for the left and right eyes for the inner viewport. This means in the trace below, when you are seeing 4 consecutive "xrEndFrame_View", the bottom two are for the inner viewport (the region that moves with your eye gaze). This trace clearly exhibits the bug in DCS frame submission code. The order of operation might look confusing at first: this is because in MT mode, the processing (on CPU) of frame N+1 begins before the processing (on both CPU and GPU) of frame N ends. 1) The top of the trace corresponds to frame N's pre-processing. Frame N has a predicted display time of 1000084542856849400, and the tracking data needed in order to render that frame is queried through the xrLocateViews() API call. This call returns the data necessary to compute projection matrices for all 4 viewports that need to be rendered. We observe, circled in green, the values for the FOV of the inner viewports. 2) Meanwhile, DCS performs rendering and submission of frame N-1, with a "display time" of 1000084542846147700. This is the xrEndFrame() call that we see in between the green and red annotations. We sort of don't care about frame N-1 here, so let's just move on to frame N and N+1 to understand the problem. 3) The engine is now going to perform two things in quick succession: it will begin pre-processing of frame N+1, through a call to xrLocateViews() similar to what we've already described, and it will render and submit frame N. Remember frame N: the one we pre-processed earlier, at the very top of the trace in 1). a) We see the call to xrLocateViews() for frame N+1, annotated in red, with a predicted time of 1000084542868214700, and that returns a new set of FOV values for the inner viewport: this is because the eye gaze moved between frame N and N+1. b) Right after that, the succession of xrBeginFrame+xrEndFrame() corresponds to frame N being rendered and submitted. You can see a jump in time of about 8ms... that's our frame time. We can tell this is the submission for frame N because we look at the value of "displayTime" circled in green, and it is the same value 1000084542856849400 that we saw being used in step 1). 4) Now here is the bug: when you look at the FOV values that DCS was returned in step 1) and computed its projection matrices with, and you compare them to the "UnpatchedFov" values that DCS is submitting in step 3)b), they are not the same. DCS is telling OpenXR: "you know the inner viewport you gave me earlier to render into? well I didn't use that! I used other values instead, so you will have to perform reprojection from the viewport I used into the viewport you need to display on screen". This reprojection causes the freaky glitches we are seeing. You can also observe next to these "UnpatchedFov" values, the "Fov" values that are the correct ones: this is the workaround that Varjo-Foveated and Quad-Views-Foveated implement to mask this bug. It keeps track of the displayTime used in 1), then it stores the FOV value and retrieve them in step 3)b) based on that same displayTime. This is the workaround that today is only enabled when XrInstanceCreateInfo.applicationInfo.applicationName is set to "DCS World" - the value you were passing for 1.5yr, and that today you changed to "DCS", which causes the workaround to not turn itself on. But what we need really, is DCS to submit the correct values here. Now to go even further into it, and to tell you exactly what line of code you need to look into, here the other observation: in step 3)b), instead of submitting the FOV values acquired for frame N in step 1), you are instead submitting the FOV values acquired in step 3)a) for frame N+1. This is the result of a very simple bug. As you can see looking at the Thread column, there are two threads working here: thread 32252 which is doing the pre-processing (xrLocateViews) and thread 27000 which is doing the rendering and submission. My guess is that your code is using a single set of a shared variable between the two threads to "carry" the XrPosef/XrFovf values from the calls to xrLocateViews() into the calls to xrEndFrame(). This approach is fine when you are doing single-threaded, sequential frame processing. But since here you get started on frame N+1 before frame N is submitted, you overwrite the content of the XrPosef/XrFovf that you have stashed between your two threads. Note that you do not have this problem for the value of the displayTime: you are correctly retrieving this value from xrWaitFrame(), passing it to xrLocateViews() on your pre-processing thread, and eventually carrying it into xrEndFrame(). So whatever logic you are doing today for the predictedDisplayTime/displayTime between your two threads, you want to replicate that logic for the XrPosef/XrFovf values as well. You need a latching mechanism for these values between the moment you use them for computing your projection matrices and to carry them along with your rendering into your submission thread, WITHOUT overwriting these values with the "most recent" values when you start pre-processing frame N+1.
    34 points
  2. Dear all, for this update, significant performance improvements have been made across various systems and subsystems, ensuring smoother operation. Additionally, we have addressed several CTD (Crash to Desktop) issues, including potential fixes for crashes related to bombing table values and funnily enough: ejecting shortly before JESTER does. He, uh, really did not like that we would take away this privilege from him! In the realm of multicrew functionality, continuous desync issues between the WSO and Pilot have been fixed. HBUI has also seen numerous updates, including fixes for rendering in external views, new special options for UI offsets, and improved menu functionality. The JESTER AI has been significantly enhanced with new TAS callouts during bombing, improved radar antenna elevation accuracy, and better target spotting capabilities. Several other fixes and improvements to JESTER’s functionality have been implemented, enhancing his overall performance and reliability. Radar improvements include an increased search angle to cover the main lobe and first three sidelobes, while the weapon systems have received updates like the addition of Smokewinders for airshows and various enhancements to the bombing calculator. Obsolete Bullpup-C loadouts have been removed, and the F-4E unit payloads have been updated. The RWR has been adjusted with new BIT tests, updated handoff sounds, and improved synthetic audios. System fixes include resolving tanker disconnect issues when external tanks are full and connecting the AAR door to the correct power and hydraulic systems. If following the correct procedure (see changelog), JESTER will now also call ready for pre-contact for you. The AFCS has been tuned for better disengagement during rapid stabilator movements. Engine updates include fixes for incorrect spool times and adjustments to cartridge engine start times and refuel rates for AAR. Navigation systems have been refined with fixes to the WSO turn needle, magnetic compass animation, and VOR/ILS functionality. The damage model has also been improved with a higher over-G damage threshold for the navigation computer. Inputs have been expanded and refined, including new keybinds for various functions and improved bind names for clarity. New missions have been added, including a Shrike Caucasus Instant Action Mission, and several existing missions have been updated. Visual improvements include fixes to external LoDs and bombing table visuals, along with updates to the in-game manual and Chinese localization. Moreover, we are excited to announce that we have started working on the official campaign for the F-4E - “Days of Atonement” - set during the Yom Kippur War. This semi-historical campaign will feature both the Sinai and Syria maps, promising a thrilling and authentic experience for aviators, based on the events of the Yom Kippur War. You can see one of the new assets created for the campaign below, a so-called “IP Tower”. These towers were used over the Sinai to provide pilots and WSOs navigation fix points over an otherwise very featureless desert terrain, when flying low and level. The towers were placed at pre-planned waypoints for a plethora of routes, and the crew were thus not only able to verify their position, but also keep their INS accurate throughout the flight. Note: the IP-Towers are WIP and have not been added with this patch. We are also preparing new features for JESTER navigation, adding special waypoints like CAP, IT and TARGET; teaching JESTER the ability to manipulate the Aspect switch in BRST, and much more. Naturally one of the focuses over the next time will remain the performance in Multiplayer and in general. We hope you enjoy this update, and as always would like to thank you for your kind support and kindly like to ask you for your feedback. Your Heatblur Team 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: Fixed Mirrors being clickable by other crew member Inputs: Fixed bind clash with Brake and Pinky (LShift+D) 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: 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 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)
    21 points
  3. 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
    19 points
  4. Dear all, After the past months have seen us focus primarily on the F-4E Phantom II and post release hotfixes, we are thrilled to return to more substantial updates extensively focusing on the Viggen and Tomcat, ensuring that these beloved aircraft continue to meet our high standards and improve and we can expand their features. We want to apologize for the quiet period regarding updates on the Tomcat front. Rest assured however that we have been diligently working on numerous fixes and enhancements behind the scenes and are thus even more thrilled to be able to finally present them to you. We’re excited to announce a major update for the F-14 Tomcat, including a complete rework of all engine sounds. We’ve replaced previous audio samples and added several new pieces, enhancing the cockpit and external sound with improved code for an even more dynamic audio experience. The flap damage model has been updated to make flap actuators more sensitive to G loading, with more drag at higher speeds and angles of attack. Damaged flaps can now blow backwards if the actuators are severely compromised due to overspeed or over G conditions. Additionally, the asymmetric flap limiter will not prevent flap movement if the actuators are damaged. New features include configurable AB detent positions and dead zones in the F-14 Special Options. We’ve boosted the F110 mid-range RPM thrust to make the performance even more realistic. We’ve also added and updated (visual) effects for engine damage, including new oil leak animations, improved engine smoke and fire animations, and a new compressor stall flame animation. Bugs in the fire detection and suppression system have been fixed. But be careful: the F-14 may now explode if engine fires are allowed to linger or propagate. We have also introduced several flight model improvements. These include an increased pitch effect from thrust in the landing configuration, a slight decrease in the roll power of ailerons and stabs, and a slightly increased dihedral effect in the landing configuration, allowing the aircraft to return to wings level at very small sideslips or bank angles. A big thank you goes to Victory205, who continues to support our efforts with his expertise, helping us to push the Tomcat even further towards realism. The foreseeable future will see more updates pushing the Tomcat forward to release: the early -A (95GR) variant, the A-6 AI and of course all promises that are still outstanding and waiting to be fulfilled: we have not forgotten, and we thank you all for your very kind patience. Simultaneously we started also investigating the possibilities of what can be backported from newer features, like Jester 2.0 and more that are related to our new Anvil technology. We hope you enjoy this update and as always, thank you for your kind support and kindly ask you for your feedback. Your Heatblur Team 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!)
    14 points
  5. Hello, first of all, of course, thank you for the map, I'm glad that we finally have Afghanistan, at least in part. However, I would like to draw your attention to the rather poor "quality" of the ground textures, compared to other desert maps: PG, Syria, Sinai or even Nevada. The map is very uneven in terms of texture quality. Of course, I'm talking about the current area, which is EA, but as I understand it, this part should be 100% completed? Compared to Syria, for example, we unfortunately have a much worse map in terms of background textures. Few examples: sometimes the map looks very good and everything is great here unfortunately, sometimes we have transitions between the areas made probably by hand and the phototextures (?), in the form of sharp edges, unfortunately it looks terrible, sometimes it takes strange shapes that do not match the rest, it looks like... old "textures ideas" from texture autogen from Flight Simulator 2004 even with an error caused during installation and finally, there are areas that are quite blurry, probably a phototextures but somehow I have the impression that it looks worse than on other desert maps (resolution problem?) and worse than on Kola and SA maps. Not my screen, maybe not even the worst, but you can see it on the sticker: Will the current map area be improved in this respect? Syria is perfect in this respect, here it is somehow strange, flying low. Maybe it will be ok for jets at 13.000 ft +, but for low altitude flights it is, let's be honest, very average by 2024 standards.
    14 points
  6. Dear all, After the past months have seen us focus primarily on the F-4E Phantom II and post release hotfixes, we are thrilled to return to more substantial updates extensively focusing on the Viggen and Tomcat, ensuring that these beloved aircraft continue to meet our high standards and improve and we can expand their features. With this Viggen update, we are focusing on both avionics and visual enhancements. The manual has been updated to reflect these changes accurately. In terms of avionics, we’ve made significant improvements to the radar and HUD elements. The radar color and HUD element positions have been corrected, and the CI indicators have been adjusted. The math for the Lysbomb pull-up command has been corrected, and a backup mode for Lysbomb has been added. One of the prominent updates includes the improved nav system initialization on rotations, which now will require pilots to have LS and runway setup correctly, or suffer poor navigation. We have also added all real "NAV" reference points and airfield codes for Kola, providing authentic navigation data for the Viggen’s natural habitat. The avionics changes also include various adjustments to the CI symbols, the timeline's rotation command in takeoff mode, and the introduction of low/med/large safety altitudes when using high drags. The annunciation panel fields have been updated to blink for various alerts, and two missing fields have been added to the panel test. Visually, we’ve corrected UVs for the ATT button light, changed the light bulb for the CI heading bug, and added reflected light from ALLMÄN-BEL lights. The lights shining through the glareshield onto the windshield have been corrected, and several aesthetic adjustments have been made to the EP13 and FLI37 instruments. Additionally, ambient occlusion has been added to the FLI37 director arms, and the taxi light brightness has been increased for better visibility. Weapon systems have seen numerous updates. The chaff and flare programs have been corrected, and the ability to change countermeasure count has been removed, fixing it to specific values. Various weapons, including the SB 71 HD/LD, Lysbomb, ARAK AP/HE, BK90, and AKAN have undergone adjustments to their dynamics, weights, and functionalities to better match real-world performance. Significant updates have been made to the Rb15 missile. These include increased drag, functional adjustments to its address settings, and enhancements to its guidance logic. The missile now climbs to its search altitude and scans for targets more accurately, with improved turn performance and better adherence to search area settings. The BK-90's approach altitude and submunition release timers have also been fine-tuned for more realistic behavior. The Rb04 missile has also received important updates. The drag has been increased, and its descent program has been made more realistic, with a new yaw command added to provide better separation. The guidance logic has been overhauled to allow for target re-acquisition if the initial target is missed or sunk. The GRUPP mode now functions with two detected ships, and the missile model has been updated for improved accuracy. NOTE: These updates will break old weapon presets and missions that use them. With this patch we are starting the process to officially release the Viggen and have it no longer bear the Early Access status. Rest assured that this will in no way deter us from delivering on some remaining promises and more exciting updates and improvements, as well as additions, to not only keep the Viggen up to date, but to also keep expanding its functionality and environment in both a foreseeable and distant future. We want to say thank you to all the loyal tree-top level pilots, who showed us so much support, excellent feedback and patience during its Early Access phase. May you all have many successful landings on makeshift road bases, for a long long time to come! Thank you from all of us at Heatblur! 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
    13 points
  7. 12 July 2024 Dear Fighter Pilots, Partners and Friends, At last we made it. Once again, please accept our apologies for the delayed release of the 2.9.6 version of DCS which includes our new Launcher, DCS: Afghanistan map, DCS: Supercarrier features, Flaming Cliffs 2024, several new campaigns, and much more. Please update now and enjoy! Check out the Flaming Cliffs 2024 video here and for those of you who own Flaming Cliffs 3, you can upgrade to FC2024 for only $9,99 for the coming month, thereafter the upgrade price will increase to $14,99. Thank you. Afghanistan has been one of the most important combat theatres of the past half century with the War on Terror and the Soviet operations of the 1980s. Few war zones have ever seen more A-10C, AH-64D, F-16C, F/A-18C, CH-47F, OH-58D, Mi-24P, Mi-8MTV2, and Su-25 action than here. Afghanistan offers a highly varied landscape consisting of vast deserts, towering mountains, and lush river valleys. The initial release is focused on the southwest region of the country and includes regions around Kandahar and Herat. DCS: Afghanistan is now available, don’t miss our biggest and most detailed map to date. Watch the trailer and enjoy! The DCS: F-16C The Gamblers Campaign by Baltic Dragon, developed in collaboration with John ‘Rain’ Waters from the Afterburner Podcast, is now available on the DCS eshop and Steam. Also in the latest update are two more exceptional new campaigns. Check out the details below! Please remember that the DCS Summer Sale is coming to a close soon, so don’t miss up to 50% savings on most of our aircraft, terrains, important add-ons, and campaigns. The sale ends on the 14th of July at 15:00 GMT. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS 2.9.6 Available now! The latest version of DCS contains an impressive range of new products and features, enhancements, and fixes. A notable addition is the DCS: Afghanistan map! Also included are the new Launcher, the Air Boss deck for DCS: Supercarrier, Flaming Cliffs 2024, and three new campaigns. Flaming Cliffs 2024 Flaming Cliffs 2024 is designed for new virtual and veteran players looking to expand their collection. In addition to the existing Flaming Cliffs 3 aircraft. F-15C, A-10A, Su-27, J-11, Su-33, Su-25, MiG-29, and MiG-29S, FC2024 now includes three new aircraft: F-5E, F-86F, and the MiG-15bis. It can be purchased as a full product for $59,99 or as an upgrade for Flaming Cliffs 3 owners for only $9,99. This special launch price will be available for the upcoming month, thereafter the upgrade price will increase to $14,99. If you haven’t already seen it, check out the launch trailer! New Campaigns DCS: F-16C The Gamblers Campaign by Baltic Dragon DCS: UH-1H Worlds Apart Stormfront Campaign by Low Level Heaven DCS: AH-64D The Four Horsemen Campaign by Fight’s On Simulations DCS Key Updates The DCS Launcher allows players to configure and manage DCS before DCS start up as well as during the DCS runtime. In addition, we have completed a new multiplayer interface which greatly improves respawn functionality by providing dynamic spawn points along with the ability to select spawn locations directly from the mission map. These dynamic respawn slots have been added to allow more flexible mission join management. SAM units are smarter now, and based on their skill level, can turn off their radars and reposition if they detect an incoming anti-radiation missile. Several new ground units have been added such as the MRAP, M1A2 SEP3 and MaxPro. AI and System Enhancements AI systems now include more realistic target detection based on alert status and ability to scan area. Combat landing options for helicopters have been added. Various bug fixes and enhancements across the DCS Core and many modules. The T72B3 tank and others are now available for you to control. The update includes better AI ground unit pathfinding and engagement behaviours. Graphics and Mission Editor Graphics have been improved with detailed terrain rendering and new material for fields and towns. Various fixes and enhancements have been made to the mission editor, map interactions, and static object handling. Weapons Updates Several weapons, including the AIM-7E/E2 and AIM-9X, have received performance tweaks and bug fixes. Improvements have also been made to other missiles, rockets, and bombs. The WWII Assets Pack has also seen updates to the Wurzburg radar. 2.9.6 is a huge update that includes a long list of fixes and enhancements to DCS: F/A-18C, DCS: F-16C Viper, DCS: F-14 Tomcat, DCS: F-4E, DCS: AJS-37 Viggen, DCS: AH-64D, DCS: Mi-24P Hind and DCS: UH-1H Huey. For a full list of all the latest updates, please read the changelog. Southwest Afghanistan Available in the latest DCS version Afghanistan, often called the “crossroads of Asia” is a landlocked country located at the intersection of Central and South Asia. It shares borders with Pakistan, Iran, Turkmenistan, Uzbekistan, Tajikistan and China. Historical Significance In the 19th century, Afghanistan became a buffer state in “The Great Game” between the British Empire and Tsarist Russia, both of whom sought control over Central Asia. Later, the Soviet-Afghan War (1979-1989) highlighted the strategic importance of Afghanistan in the Cold War geopolitics. The rugged terrain also played a pivotal role in the resistance mounted by Mujahideen fighters against the Soviet forces. Post September 2001, Afghanistan became a central theatre in the Global War on Terrorism, leading to a prolonged conflict involving the United States and NATO forces, who aimed at dismantling terrorist groups whilst stabilising the region. Operational Challenges Operating in DCS: Afghanistan presents unique challenges due to geography, climate and socio-political dynamics. The combination of high altitude environments and limited infrastructure requires adaptive strategies from foreign military forces and highlights the importance of local knowledge and alliances. Key features: 14 airfields including: Bost, Camp Bastion, Chaghcharan, Dwyer, Farah, Herat, Kandahar, Maymana, Zahiraddin, Faryabi, Qala i Naw, Shindand, Tirinkot, Zaranj Improved clipmap technology Improved Field and town materials The Afghanistan map is highly detailed with fields, cities, towns and thousands of smaller settlements. We implemented a new method of collecting, processing, importing and exporting data are being OSM type data, as well as determining surface types from satellite images, which are processed, optimised and vectored for subsequent implementation into the terrain module. You can purchase only the DCS: Southwest Afghanistan region offering you a 471’381 km2 area and 12 highly detailed airfields or the full region 1’449’216 km2 terrain which will be offering 28 highly detailed airfields, check out DCS: Afghanistan. F-16C The Gamblers Campaign by Baltic Dragon The Gamblers campaign was developed by Baltic Dragon and John ‘Rain’ Waters, a former Viper Demo Team pilot, member of the 77th Fighter Squadron, and host of the Afterburn Podcast. In 13 varied missions, you will relive some of the sorties that Rain and his squadron flew during their deployment to Syria, as well as some of the other most iconic moments of the allied involvement within the theatre, including the Battle of Raqqa in 2017, the US TLAM strike against the Shayrat Airbase, and the standoff between US forces and the notorious Wagner group, which is now known as the Battle of Khasham. This campaign also introduces a new, more immersive way of interacting with the environment using the HOTAS. DCS: F-16C The Gamblers Campaign by Batic Dragon. We hope that this vast DCS 2.9.6 update is to your satisfaction. Please rest assured knowing that we are carefully monitoring the initial feedback of the DCS: Afghanistan, as well as the brand new Flaming Cliffs 2024. We look forward to your comments. Thank you again for your passion and support, Yours sincerely,
    12 points
  8. 7/11/2024 - Updated to version 10 - Updated for DCS 2.9.6 compatibility. - Cirrus cloud textures updated I created these new cirrus cloud textures from photos of real cirrus clouds. I think they look much better then my previous attempts to make them by hand.
    12 points
  9. @mbucchia I'm willing to pay 1000$ for to get a certificate for Quad Views. Let me know.
    12 points
  10. 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.
    10 points
  11. In this video we will show how to make an ILS approach by using the Flight Director System on the MB-339. The glide slope and the localizer of the ILS can be intercepted by combining the modes Glide Slope and Radio Navigation. Beyond this, a good approach will only depend on the pilot's skills. About this video, sorry for the abrupt final approach Note: This video was recorded with a development version and may not represent the final version.
    10 points
  12. 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 ?
    9 points
  13. See the unsigned DLL will screw up ALL OpenXR games that have anti-cheat, regardless of whether these games use or not use quad views. It will make them fail in a way that will also pop up my name on the screen "failed to load XR_MBUCCHIA_quad_views...." aka pointing fingers at me This is why I'm not distributing the unsigned DLL. Some examples of games using OpenXR and Anti-cheat that will break with an unsigned DLL system-wide: Pavlov, WRC, Contractors Showdown, Roblox... In others words: people are going to copy this file, forget about it, then eventually they will run some game that will crash, point to me, and people will come and complain that I broke their games On top of that, PLEASE, we have to stop bailing out Eagle Dynamics. They wrote some buggy OpenXR code. They need to fix it. By having people adding more and more duct tape to "hide" their problems, we are removing their accountability and continuing to deepen the problem. They're not going to take this seriously and do the proper fix, if we keep bailing them out:
    8 points
  14. Hi all, If you have steam modules linked to stand alone DCS please ensure you go to the DCS account page and hit get licences. If that does not apply to you please do not worry the auth issue is being worked on by the team. thank you
    8 points
  15. Судя по тому что нам обещали в текстовых рекламах и видео и в каком состоянии вышла карта в итоге - робот-женщина из сбера была не так далека от иситины
    7 points
  16. To be very clear, the unsigned DLL will screw up ALL OpenXR games that have anti-cheat, regardless of whether these games use or not use quad views. It will make them fail in a way that will also pop up my name on the screen "failed to load XR_MBUCCHIA_quad_views...." aka pointing fingers at me This is why I'm not distributing the unsigned DLL. Some examples of games using OpenXR and Anti-cheat that will break with an unsigned DLL system-wide: Pavlov, WRC, Contractors Showdown, Roblox... EDIT: FYI this is the bill for getting a digital cert in 2024. Per year. We can thank the anti-cheat companies for that. I wish Epic and friends would pick up that bill... null
    7 points
  17. I risked it and got the map before any review. I made a recording of my first flight in the map. Looks amazing, tbh... I'm impressed by it, enhanced by the fact I've actively avoided getting this map from its well documented issues. Felt fantastic, no hiccups (the pauses are mostly for screenshots, too many to remove in editing and some were missed), no visual issues. Highly immersive from what I've felt. Flight path: Rio Grande -> Parque Nacional Alberto Agostini -> Rio Gallegos.
    7 points
  18. 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
    7 points
  19. 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.
    7 points
  20. is this the high quality ED promised? will this be improved? because this is disappointing quality tbh! i expected at least syria quality yes....thats in the high detail area, as you can see at the detailed other stuff, that is interrupted by these really bad filler textures
    6 points
  21. The changes look good so far. I love the improvements to the radar screen with its color changed back to its original one and with tons of new improvements. I haven't tested all the weapons yet. But overall I'd say this is a great patch for the Viggen. My only problem is that the dynamic slots feature has been preventing me from joining any medium+ sized MP servers lol.... But that's not a HB issue. xDD I have saved up two screenshots after loading in to the Viggen post-patch just to say thank you: Look how clean and high definition this radar picture is now! Oh and that comma on the altitude index! Muuua! Great job HB and especially lots of thanks to @MYSE1234!
    6 points
  22. They are just replacement textures for the default cirrus. No setting required. They will change with every mission reload. Currently the game only uses 4 cirrus textures. I'm trying to figure out if there's a way I can add more.
    6 points
  23. nullПросто предлагаю посмотреть на рекламные материалы, что они обещали и что по факту сделали. Напоминаю, что Юго-запад считается уже готовым куском карты, то есть такой уровень проработанности нас будет радовать еще очень долго, пока все остальные регионы не доделают. Полная карта Афганистана, с высокой детализацией юго-западного региона. - НЕТ Меши, текстуры и объекты высокого разрешения с большой и малой высоты. - НЕТ Набор детально смоделированных аэродромов, таких как Кандагар и Герат. - ДА Разнообразие ландшафтов – от скалистых горных хребтов, до пустынь. - ХЗ что этим хотели сказать, но я увидел просто текстуру низкого разрешения и острые как бритва хребты гор, об которые можно порезаться Города и поселения с плотной застройкой. - Вопросов нет, кроме того, что это все процедурная генерация и края текстур даже ни как не интегрированы в основной леер Продвинутая технология расчета нормалей и детализации при рендеринге на большом и среднем удалении. - НЕТ Увеличенная степень детализации для участков на ближнем плане. - НЕТ Высоко детализированные объекты сцены: здания, растительность, статики и др. - Допустим Подробно воспроизведенная инфраструктура аэродромов. - дублирование пункта про аэродромы Уникальные географические и культурные объекты. - НЕТ только процедурная генерация всего Подробная дорожная сеть. - НЕТ ИТОГО: с натяжкой 3 пункта из 11 обещанных. Так что хватит жрать какахи, которыми вас пытается кормить ЕД и оплачивать их не желание делать нормально с первого раза. Не хотять нормально работать, пусть сидят без денег. А как дурачок ждать, что вот через 5 лет все поправят, спасибо, через 5 лет тогда и деньги просите.
    6 points
  24. If this didn't count as a "stopper", it'd be interesting to know what did... Or maybe just everyone that's a tester had FC4 installed :-)
    6 points
  25. If you haven't tried the winter season yet on Kola, I recommend the full moon. Also highly recommended same date and time on Caucasus in the Kiowa. Oh boy, even better on the new 'Stan map.
    6 points
  26. If you have FC3 do NOT buy the full FC24 your FC3 is still there its just a problem at ED you still have your pack an the correct upgrade path to FC24 will be available when its fixed >>> Again you do NOT need to buy the whole pack if you already own FC3 just chill an wait a fix is coming
    6 points
  27. Hey all, I have started making youtube videos about the Chinook. I only have the first done which is more of an introductory thing but feel free to check it out. I will try to get you all start up procedures and stuff soon! PS, please remember I am not a youtube content creator so be gentle!
    6 points
  28. 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):
    6 points
  29. @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):
    6 points
  30. So, in tandem to the other thread, I cant say enough how dissapointed I am to have shelled out more money for the supposed "cutting edge" tech and latest improvements in DCS terrain rendering....to get what is simply put yet another example of blurry textures laid over terrain mesh with -really, definition points measured in the hundreds of metres rather than the centimetres that I was getting in FSX 15 years ago......mountain ranges with dead straight ridgelines hundreds of metres apart....mountain sides comprising flat planes with low res testures pasted over. Repetitive low res textures with detailed areas plonked over the top with no blending. Its really, really dissappointing after the same crap in Kola and SA. Check out these screen shots. Honestly, there are areas of the Caucusus and NTTR that look better than this. Is this really 15 years progress in scenery development in DCS? Why oh why oh why are the devs fixated in pumping out low res massive scale maps that are really terrible when they could make the map a quarter of the physical size with the same number of GB and have nice high res textures, more detailed terrain mesh and a lot more happy punters.......
    5 points
  31. Time will tell you if it breaks in some scenarios, I'd expect it will. I gave instructions like 2.5years ago to ED on how to make OpenXR Toolkit FR work, and guess what they did? The same thing they always did with anything I wrote to them: they ignored it. Even if it might work in today's update, good luck with next month update... Regardless, VRS foveated rendering (OpenXR Toolkit) will give you much much less of a gain than quad views, unless you have very little CPU headroom. You're not going to see the +50 +100% boosts of quad views. Perhaps +20% at best.
    5 points
  32. This is their secret plan, a conspiracy against modders - to disappoint and tire the able-bodied In a couple of years we will draw liveries and nothing else
    5 points
  33. Так в чем проблема? Летай на другом симуляторе и ничего не покупай у DCS. Или тебе просто прикольно чето купить и ведро говна с скринами вылить?) Типа-я там был, там все не так.))) Смотри, в World of Warships поганый корабль 7го уровня стоит примерно 1700 рублей. Они там отличаются только внешне, количеством и калибром пушек и очками жизни. Тут карта целой страны для симулятора, про который мало кто знает, кроме тех, кто в теме. Где все объекты можно уничтожить. Деньги, которые получают те, кто делают самолеты и карты просто милипизерные. 2300 рублей сейчас не хватит в магаз сходить. Банка сраной красной икры стоит 2400 руб. А количество игроков в DCS примерно видно по просмотрам промо роликов на ютубе. Я на русскоязычном форуме давно не сижу. На англоязычном в РАЗЫ больше народа и тем больше обсуждается. Тут тольео одна тема нормальная-В помощь разрабу миссий.
    5 points
  34. I agree, what mbucchia has done in terms of performance improvement in VR is incredible, and I cannot understand why DCS does not allow itself to be advised more by him, not to mention that they should hire his services in some way. I only have words of gratitude for him, and I understand ED less and less, because the fact that QVFR is not integrated directly into DCS is something that is difficult to understand... honestly, the support that ED is giving to VR is very below the speed at which this technology is growing. But hey, we have a new map that doesn't make me want to fly since it's uglier than the Caucasus with a texture mod, and soon a transport helicopter, yahoo!
    5 points
  35. In ACM modes except GACQ and caged WACQ, commanding the current ACM mode again while tracking a target will drop the lock, ignore the original target for 2 seconds and lock another target within the search volume. If no other target is found after 2 seconds, original target can be locked again (if its still within search volume). Bump in AACQ, while having STT on a target if you command AACQ (SCS towards Radar), radar will go into AACQ and ignore the original target for 20 seconds. During this search the logic is same as AACQ. If couldnt lock a target within this exclusion window, radar can pick up the original target again. This can be used consecutively until desired target is locked. If A-B-C-D 4 targets are available, and you bump again after locking B, radar will reject both A and B and find C or D. Each trackfile has its own exclusion timer. While in Bump AACQ (no STT, scanning), if you command Bump AACQ again, you'll be removing the exclusion windows on the same order you locked them. If you locked A-B-C and searching for D, each bump will remove A-B-C's exclusions in the same order.
    5 points
  36. NineLine, In that video that Hooker made, he was clear and repetitive about what he was showing/referring to was clear for the public. He gave several warnings about what if someone came across some restricted info. I don't think you needed to warn him: Hooker warned everyone. I know that I'll be very careful because Canada has the F's. From my perspective, whatever Hooker discusses is extremely valuable to me. He actually flew those (D's and F's). The other software he mentioned already has a release of the Hook while DCS is a bit late to the party. I have two other sims besides DCS (FS and X) but don't fly them much because DCS is better (for numerous reasons.) But I always say, "Knowledge is power." HMSSURP, Please keep on with your videos and discussions. Ever since I saw the Flying Banana, I wanted to fly a twin rotor "Whirly Bird". (That dates me, eh? ) I believe DCS will be "The" version to fly, violated my own rules about "pre-purchase", and got my money in. I want the Hook so badly. The manuals you referred to will give me months of study... which is what I've always wanted in DCS. I've just poked my nose into and bounced around in DCS's Kiowa and wonder how these two will affect my six-year DCS career in the mighty Hornet. Thank you, sir, for your videos and discussions.
    5 points
  37. I did some tests of the MIM-104 assets and found that the LTAMDS (both stationary and HEMTT) has issues since the DCS update. The other radars, launchers etc works fine. I'll include a fix for the LTAMDS in the next US pack update. But until then, here are the updated files to fix the issue. MIM104_LTAMDS.lua MIM104_LTAMDS_HEMTT.lua
    5 points
  38. А в чем я не прав? Что негодую, когда вижу скотское отношение разработчиков к своей аудитории и готовность части этой аудитории это хавать? Ему ссы в глаза, а он – божья роса. Когда берут деньги как за готовый продукт, тогда и качество должно быть соответствующее, а не 3 шакальные текстуры натянутые на нзкополигональные горы . Лучше вообще ничего не выпускать, чем в таком убогом виде.
    5 points
  39. Looks like Nevada to me. And this is all from the supposed high rez part. It looks so off. I'm thinking it might actually be something wrong with the installation of the map
    5 points
  40. I dont have a screenshot or something for you, but the project did not stall or anything. Otherwise we would have told you. You will all get your Eurofighter once it is ready. Cheers
    5 points
  41. I have the same issue too for my FC3 module of aircraft. I get that authorization popup error and my FC3 aircraft are disabled in DCS. I have tried doing a full repair, tried removing (deleting) then adding back again the removed modules in the modules section and nothing solves it. I understand that ED is aware of the problem and hope they have a new fix for this soon since it's a paid for product and I refuse to buy it again as FC4! Thanks!
    5 points
  42. Lots of great stuff in there! Thanks and keep up the good work @MYSE1234!
    5 points
  43. Holy cow thanks for bringing that up: I didn't even know about that. I just installed it, and it improved my framerate so much I am actually CPU-bound now at times in light missions!
    5 points
  44. I can't speak for ED, my guess is just like any software team, the more consuming part isn't the code change itself but the review, validation and rollout process that comes with it. From the code change itself, I don't know what their code looks like, but I can't imagine that them storing the proper FOV values (they retrieved from xrLocateViews() to compute the projection matrix) into a variable that follows the frame's lifetime until submission (via xrEndFrame()) would be complex. The code in QVFR and VFR does that, and it's something like 20-30 lines of code that were written in well under an hour.
    5 points
  45. Feel for all of you guys with issues. Why the FC3 verification slipped is beyond me, while I have all the individual modules in it so I was not affected. Not that I really use them anymore though. [emoji6] Only issues I've had. Needed to update Quaggles, but he had it fixed even before I installed the new map. Lots of axis bindings lots. Minor issue. But the new map. THA MAP! It's truly AMAZING! Hopefully Kola and SA reach this level we're in for some good times. Only wish would be for the ground clutter to pop in further away, and somewhat better tuned transition zones of the texture from distance and altitude. I'm over all VERY HAPPY! [emoji1319][emoji1316][emoji1635] Sent from my SM-A536B using Tapatalk
    5 points
  46. Reading this thread while an update is downloading is truly filling one with confidence...
    5 points
  47. I'm more shocked that, given the delays this patch had, something like this slipped through. This is kind of ridiculous.
    5 points
  48. Hi the team are looking into the FC3 issues currently thank you
    5 points
  49. 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
    5 points
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