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Wow, you managed to disregard or misunderstand my post completely. Didn't I already say I completely understand the DCS T&C and EDs reasoning behind it, even if I don't agree with it myself? But you still seem to think the mesh is the mod. To humor you, I can tell you that the (common) license T&C I mentioned as an example in my post doesn't require me to mention the creator of the native editable mesh file. In the case I use a mesh with Creative Commons license type, I credit the author as by the license type in the README. Just like ED does when they use open source software. I even think I've credited you for some liveries. And what's up with the straw man about me naming a model? I've never said I create my meshes myself, it's even spelled out in my FAQ on my site. We should be more interested in how the modding possibilities of DCS are steadily declining. A couple of posts earlier I mentioned that even the weapon schemes are now encrypted. I just want to have the tools to make the best DCS mods possible. Well, it's been a pleasure, but I have to continue working on my assets now.18 points
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16 points
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Did you even read what I wrote? Not this again, we've had this conversation before. You seem astonishing immune to the information I give you every time you bring this up. You still seem to be under the impression that my mods are purchased 3D models which I release. I know you understand this better than this, so why play this game? But okay, I'll describe it for anyone else reading this. The models you purchase comes in an editable format (for example Blender, Max or FBX), they sometimes come with textures (which I rarely use), sometimes with UVs, but never with animations, code, sounds, collision models, destroyed models, documentation, testing etc which are needed for a well working asset. When I'm done with the mesh, adding the UVs, materials, textures, animations, connectors etc I export it to EDs proprietary EDM format. A format that doesn't allow editing without reverse engineering (which by EDs T&C is forbidden). For example, if you buy a 3D model from CGTrader, they will most likely come with what they call a Royalty free license. Here is how they describe the license T&C: "Royalty Free License allows you to use the product without the need to pay royalties or other license fees for multiple uses, per volume sold, or some time period of use or sales. You can use it as long as it is incorporated into the product and the 3rd party cannot retrieve it individually in either the digital or physical form. You cannot resell the model you bought in the digital or printed form, but can use it in your commercial projects multiple times after paying for it just once." "21A.2. The Buyer’s license to Product in this paragraph is strictly limited to Incorporated Product. Any use or republication, including sale or distribution of Product that is not Incorporated Product is strictly prohibited. For illustration, approved distribution or use of Product as Incorporated Product includes, but is not limited to: - as rendered still images or moving images; resold as part of a feature film, broadcast, or stock photography; - as purchased by a game’s creators as part of a game if the Product is contained inside a proprietary format and displays inside the game during play, but not for users to re-package as goods distributed or sold inside a virtual world;" "21A.3. If you use any Product in software products (such as video games, simulations, or VR-worlds) you must take all commercially reasonable measures to prevent the end user from gaining access to the Product. Methods of safeguarding the Product include but are not limited to: - using a proprietary disc format such as Xbox 360, Playstation 3, etc.; - using a proprietary Product format; - using a proprietary and/or password protected database or resource file that stores the Product data; - encrypting the Product data." You see, you need to separate Product from Incorporated Product. One can use the EDM without any issues, but one cannot redistribute or transfer the native editable model file. In the case of ED (as I mentioned in my earlier post), they have decided that they want to own the native editable model file, so that they can maintain it over time. If a third party would create models (like Massun or the Deka Chinese Pack) they could sell/transfer the native editable model file to ED because they own it. Let me reiterate - I know the EDs DCS T&C very well (Edit: It's actually TFC Ltd and not ED), and I know their requirements, that doesn't mean they're perfect. They can be changed in an instant if that's what they want. Believe me, I've written hundreds of contracts where IPR is a crucial part. That's why I commented on you calling it stupid talk. Does this make sense to you?14 points
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The problem i am having with this new technology is that there is no depth low level. Maps like Syria, Sinai, Mriannas, etc with the old technology have their own terrain elevations and less based on “google earth” image. Been to Iraq and Afghanistan myself during deployments and i can tell you there is hardly flat terrain even if it’s just a difference between 1/2 meter. Yes, from high up it all looks great, but low level this scenery becomes flat terrain and there is no depth anymore. Amazing 10 seconds later.. ..no elevations.13 points
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It's not stupid talk. Outsourcing time consuming mesh work is a rather efficient way of reducing time to market as well as cost. You are correct in the fact that ED has taken upon themselves to create their meshes in-house, which naturally also applies to third parties or them integrating others work. It's their decision, but that doesn't mean it's a good decision. I understand that ED wants to have the native (editable) produced mesh with full rights to ensure the ability to maintain and develop it over time (think source code escrow). The other part he mentions, about providing tools for 'official modders' isn't stupid talk either. It's been proven rather successful in other platforms. I know that you're well versed in DCS modding and therefore you're also well aware of the fact that implementing DCS assets takes a lot more than a mesh, so please refrain from calling me a master at duplicating. That said, let's get back to what this thread is about. Status update As you might have guessed, there are new issues with the latest DCS update which have to be fixed. I'm getting very close to releasing the updated German asset pack. So I'll do my best to juggle the two at once.13 points
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12 points
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12 points
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COMING SOON In this DCS video, I’m pleased to introduce you to our CH-47F and instruct you on how to start it up. Please note that the cold start instructions are valid for July 2024 but may change during development during the early access period. The CH-47F is a powerful and fast heavy-lift helicopter with a tandem rotor arrangement that can operate at high elevations. It has a long and distinguished service dating back decades, but our CH-47F is based on one operating in the 2011 to 2013 period. It has the capability to haul internal loads, including infantry, pallets, small vehicles, and it’s capable of moving large cargo using the external triple cargo hook system. It is powered by two T55-GA-714A engines that are each rated at 4,869 shaft horse power. You call, we haul! For self-defense, the CH-47F includes side-door and tail ramp gunners. It will also include a radar warning receiver, a missile warning system, and countermeasures. Please note that some of these will be included later in the early access period. The CH-47F is an exceptionally easy and natural helicopter to fly and includes a force trim system to alleviate sustained controlled forces on the cyclic and pedals. The Digital Advanced Flight Control System, DAFCS, will see feature additions during early access development like the flight director. As the mission of the CH-47F centers around transport, you’ll also be able to load and unload cargo. Let’s jump into the cockpit now. The pilot sits here in the right seat and the co-pilot sits in the left seat. Both seats feature cyclic for pitch and roll control, thrust control levers for adjusting rotor lift, and directional pedals to control yaw. The pilot on the controls is responsible for flight controls during Visual Meteorological Conditions, VMC, and maintains focus outside the aircraft to navigate, maneuver against threats, and avoid terrain hazards. The co-pilot, not on the controls, has the job has all the pilot in command controls and can assist with situational awareness and manage the navigation and communication systems, among other tasks. The cockpit can be broken down into four primary areas. The Center Console, the Canted Console with the Control Data Units, or CDUs, the Instrument Panel dominated by two Multi-Function Displays, or MFDs, for each pilot and a center, shared MFD, and the Overhead Panel. We’ll come back to these in the startup. Behind us is a mass of circuit breaks on the two Power Distribution Panels, or PDPs. Please consult the manual for a complete description of all the cockpit controls. Okay, that’s a brief introduction and general layout of the cockpit, let’s know how we start this bird up. Again, though, as the module develops, some of this may change. You can find a comprehensive list of all the interior prechecks, but for the sake of keeping this video short as possible, we’ll jump to starting up the hook. We’ll first need to start the Auxiliary Power Unit, or APU. This is a small engine in the aircraft that we’ll use to start the two engines. Looking up, we’ll use the overhead panel for the bulk of getting the engines started. ● Set the Battery (BATT) switch to ON. ● Verify that the UTIL PRES light is on. ● Set the APU switch to the RUN position for five seconds, then to the START position for two seconds, and then back to the RUN position. ● If you’ve successfully started the APU, the green APU RDY light will illuminate, and UTIL PRES light should extinguish within 30 seconds. ● Set the APU generator switch to ON. Now it’s finally time to start the engines. We’ll start with engine 1 and then engine 2. It’s best to start engine 2 within three minutes of starting engine 1 to avoid engine damage. ● Set the L MAIN FUEL pump switches to ON. ● Set the XFEED switch to OPEN to allow the left tank to feed both engines fuel. ● ENG COND lever to GROUND. ● Now press and hold the ENG START switch until the Ng is greater than 12% as indicated on the Powertrain MFD page, here. You can then release the switch and the engine 1 Ng should stabilize around 55% within 45 seconds. Oil pressure for engine 1 should be greater than 5 PSI. ● We’ll now repeat these steps for engine 2, again, within three minutes of starting engine 1. ● Next, advance the ENG COND levers to FLIGHT and the NR value for the rotor both engines should be 100%. ● With both engines running up to speed, set the GEN 1 and GEN 2 generator switches to ON. Wait two seconds between turning them on. ● We can now turn off the APU GEN as the engine generators provide all the power we need. ● Turn off the APU. ● Finally, we’ll check that all POWERTRAIN indications are in the green. In the next CH-47F video, we’ll learn about ground operations, taxi, and takeoff.11 points
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I haven't left the high resolution area once. That's not what people are complaining about. Just flying down Halmand river which is THE major geographical feature on the south western Afghanistan. There are terrible low resolution textures, terrible terrain geometry everywhere you look. When flying down low in a helicopter. There's actually just a few km2 of the map that looks good down low(the hand made parts) and those do look great. But just a few minutes of helicopter flying in any direction and you'll stumble across bad crap. Some of it might be fixable, some of it might not.11 points
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@Urbi have you had a bad night buddy? What's to be so hatred having a discussion? CH transparency was always spot on. He never claim he modeled the 3D stuff. And also spent a lot of his own money and time for making those available in DCS... why are you so black hearted about this? .. Actually I don't care why you are acting like that, but definitely you may hold your horses ... So, I do really apologize creating this debate...9 points
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Except they stated the South Afghanistan is feature complete. These aren't just bugs. These are either unfinished (i hope) or the best we can expect from EDs terrain engine ( at least for the foreseeable future. Unlike SA map and Kola. ED showed just the most perfect glamour shots that gave no hint that we could expect the standard low quality satellite stuff we got on south Atlantic map. They released a map were a river is the main feature, and where the majority of the fighting happen in that part of Afghanistan and most of the river and area just around it has just low quality textures and graphical artifacts. These things should have been fixed(if they can be fixed) before it was released. Because right now only a small part of the 3rd of the map released has any quality. I was looking forward doing Apache CAS and escorting Chinnocks in my Apache down Helmand river. But as it is now. If you move slightly down river from Lashkargah. All you see is low quality textures like someone use some spray cans on cardboard. And terrain geometry problems.9 points
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@currenthill patch after patch is obvious that even your passion and determination in getting things done might fade way, as seems like it begins to be a full time job only fixing the current assets. How can we help you as your supporters? Kind of signing an open letter asking ED to consider your assets as part DCS core, similarly with the Massun92? I suppose also could be good enough if ED could at least provide you some of the tools as an "official moder" . Any other ideas?9 points
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I would really like ED to give some context to the way the terrain engine works and specifically what affects performance the most. Obviously high res textures will test your GPU, but a huge part of why the map looks so bad close up is the mesh definition. I cannot believe that it would be that much of a drain on modern PC resources to have more detailed mesh, after all, I was running 50cm terrain mesh in FSX 15 years ago and a PC that no one would even use today and it looked and ran fine. I know the core engine is old in DCS but come on, it must be able to do now what my PC from 15 years ago did? Loading the map with objects also hits the performance I understand, they dont all have to be destructable, it just needs some clever thinking ...... And would it not be easy surely to ramp up the mesh detail the closer you get, rather like a lod for objects in the game? Or how about simply making the map smaller - just the SW part we have currently would be great for Helo ops in high detail, it simply does not need to be so huge. I would far rathe rhave smaller done better than bigger done worse.....8 points
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8 points
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You are correct, there are limits to how far you can go with terrain detail before impacting performance too much. The map is hardly finished yet as well. Check out Nanite Landscapes in the latest Unreal Engine 5.4 for the future of terrain simulation. This map is clearly not "more of the same" because ED has been announcing improvements to terrain for months now. I think this map has a lot of character and potential for historical and fictional mission building. Give it time.7 points
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To all the people angrily pointing out it’s EA and telling me to stop “whining” and suck it down or don’t be such a dick and buy EA products then………can I simply point you to the Big Newey post where he says it’s released “feature complete” and with “new high definition terrain mesh” ………… So it’s not EA and it’s high def mesh is really way less better than what Razbam seem to have achieved on the SA map…….7 points
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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.......7 points
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Dear Aerges, Longtime fan here. Flown DCS for years but had to other ways to contact you so I had to make a forum account. Thank you for all the dev time put into the external model, it is much appreciated. This module often brings me more enjoyment than any other aircraft. - Lakota 2-1 | Warden 2156 points
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Very interesting, but you are talking about a little different things. Moreover, users would simply like to see ED provide more support to modders, or at least clarify its policies, and not sneakily degrade the released mods.6 points
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+1 - To use the South Atlantic map as an example which was lets face it a dog's dinner of a map at launch, now look at it, it's literally jaw dropping. Kola got shredded at launch and is now undeniably a new benchmark. I honestly believe that Afghanistan has the potential to be on par with both of those maps, sub par textures and mountain rendering issues aside, I'm not seeing anything that can't be fixed, but that's just my personal choice to be positive about a game that I love in a world that I increasingly despair for, other opinions are available.6 points
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I have to agree. I waited to say something, because ...well... with everyone having issues, I didn't think it would be well received. But my overall experience has been overwhelmingly positive. I play exclusively in VR. I had no mods or even extra skins installed when I updated this morning, if that matters. I have a Pimax Crystal, and other than a bit of shimmering on some structures on the Afghanistan map on my first flight, I have encountered very little issue since. I started DCS at about 0830L today and, with the exception of a lunch and a couple of bathroom breaks, I've been playing/flying. Its now going on 1830L. It's been so enjoyable, I put my yardwork on hold. I did reload the Community A-4E-C mod and had a few bumps when I flew a 2V2 against them in the Tomcat, but even that sorted itself out. I really dig the new launcher as well...even wish I could fill my monitor screen with it. I fully admit, I was borderline aggravated at ED, after the F-15E debacle, and then the forum blowing up because I *perceived* that we just got handed a complete trainwreck called an update. Well..I was seriously mistaken. I'm not a ED fan boi by any means, but for me and my experience today, I no longer feel stupid for dumping loads of cash into this form of entertainment. Well done ED. Well. Done.6 points
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Unfortunately, the idea is not good, it obscures the map. Alternatively, maybe add a new function in the map options - on/off countries? Now it doesn't look nice, at least to me.5 points
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5 points
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Chef´s kiss! Dear AERGES team, you have once again delivered a really neat update. The F1 is by far THE BEST Cold War module next to the F-4. Flying the F1, just looking at the F1, especially after the new update, is just beautiful. Thank you for that! I have to ask about the status of the PHIMAT pod though. What's actually going on there? I mean, I know that ED is ultimately responsible for this, but now, especially since the 3D model has been available for some time, this pod should finally be available to us, right? What exactly is going on there? I mean, the PHIMAT ultimately only throws out countermeasures and has an extremely "minimalistic" user interface... so I don't understand the extremely long implementation phase. Anyway, dear AERGES team, I'm really looking forward to your F1M and all the quality of life updates that will be released for this fantastic module. Please keep up the good work, you're great! Big thumbs up...5 points
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I understand the point about this map being in EA, and that people shouldn't get too worked up right now, but it's important to speak up about unsatisfactory quality while there is still time to fix it. To be very frank, people coming in just to say it's in EA, stop complaining, aren't adding anything useful, or helpful to the discussion.5 points
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Urbi, please be kind, CH is doing a wonderful work with the assets. This kind of debate is out of place.5 points
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It's not just the name, it's a brand new 3d model so those old liveries wont work anymore. Thanks for reminding me, I will remove it from the userfiles.5 points
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Im a tad confused. The SW region is stated as being feature complete but the outlying areas away from the towns and villages revert to a lower graphical standard. Are improvments to these unpopulated areas in the works or are those terrain tiles the finished article? In other words are we just to expect the handmade feels around towns and airbases and the Kola/SA feel everywhere else?5 points
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I'm happy to have bought the map and happy to wait for some updates. But what we see now cannot be the final quality of a hi-def area. It can't be. It's not nearly good enough. I'm hopeful and waiting for updates.5 points
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We do agree on that part. I have no patience for drama queens and we have not paid a fortune to access it. And no matter what paid for it. It is worth it. But ED got to change the plan regarding some of the quality, if this is the future product. We owe them to tell them it is wrong. By doing that they know we don’t mean everything. But a lot of it5 points
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Magnitude 3 Summer Update https://magnitude-3.com/2024/07/13/2024-summer-update/ Updated the Christen Eagle II/I future expansion, more data and added two unannounced modules.5 points
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Lazy is being in such a rush to be negative and accusatory that you don’t even bother to look at the actual comparison/difference in geometry/textures etc before making a post like this in public. I’d be embarrassed too.5 points
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5 points
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Addressing this separately btw - I left the VR industry about 1.5 months ago. What I mean by "left the industry" is I quit my job as a professional XR developer. Why did I? I don't really believe in this industry at this time. Point proven as follows: - game developers don't care. I think today's situation is an evidence. PCVR gets very little attention from them. For most developers today it appears that "VR support" means "the game runs (even poorly) on a Quest 2". This is because of the volume on the market. - platforms vendors don't care. You can see that Varjo, Microsoft, left. As for Meta they are clearly only interested in wireless (standalone) and glasses, and they haven't really done anything positive for PCVR in forever. Worse: they are currently creating a silo'ed ecosystem with the help of game developers, through something called "OVRPlugin" which basically nullifies all of the benefits and work that the industry has done with OpenXR in the last few years. Most games released so far in 2024 use OVRPlugin instead of OpenXR: this means they cannot run with OpenXR on non-Meta headsets. - game developers and platform vendors really don't care. I've brought attention about the problems above on many occasions, reported issues, I've created "band-aids" for these issues, and nobody else in the industry has cared. The amount of details you saw on my report of the bug to ED, that's about the large majority of what I've been doing for over 8 months now. Spending hours of my personal time at 1:00 in the morning documenting other people's issues and recommending fixes. And none for them get acted on by game developers and platform vendors. For over 8 months now I had no opportunity to innovate and do the things I actually enjoyed doing (like back in the early OpenXR Toolkit and QVFR days). Instead it's been trying to salvage what I now believe is unsalvageable (again, I am speaking broadly, not specifically about ED/DCS). This week is the most time I've spent on XR stuff since I left my job, and it was unsurprisingly, negative and uninteresting to me. I'm currently doing some wrap-up/life support on VDXR, but my plan is a full exit, not only professionally, but also from all of this open source/community work, in the next few months, so that I can focus on my new job (which is the real gaming industry and not the XR farce), my sleep/health, my new house, my hobbies and my future. That's a lot of "my" stuff I haven't done in 3 years now.5 points
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@BIGNEWY Has this been resolved yet???? You make us spend a fortune on models and maps, motion rigs etc, and all of a sudden you make the whole soup totally unplayable for so many players. I am getting really really fed up with it. This weekend two friends actually flew in to try the rig with DCS. Worst timing ever. I have a feeling they were not so very impressed by this. The only thing that I am very impressed of is @mbucchia who actually helps you keeping this simulator alive... Sorry, but you need to do things different futurewise to keep simmers interested....5 points
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Hi, Can I check if the below screenshot is how Camp Bastion is supposed to look if installed properly? The level of detail seems very poor, terrain textures seem very dated and there's way too much vegetation and greenery. I've been Bastion a number of times, I never stayed for long but I don't remember seeing single tree, or even a blade of grass. The whole thing was in a desert? I've ran the repair, cleared shaders and reinstalled the terrain but has the same results. Kandahar seems a little better. Appreciate any help or support if it hasn't installed correctly. Thank you4 points
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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)4 points
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Hello Viggen drivers out there! Here are the manual updates that came with the DCS update July 11th, 2024: Manual update 2024-06-23: .) page 1: Changed to a background picture with higher resolution .) page 30: Changed section "The instrument shows ..." according to what is currently possible in DCS .) page 34: Changed wording slightly for the section "Engine nozzle indicator" .) pages 44 & 45: some warnings are now cautions; changed style and labels according to new cockpit design; Thanks Myse1234! .) page 46: Changed picture according to new cockpit design; Thanks Myse1234! .) page 46: Enabled OLJETEMP caution; light still has no function, but can be illuminated with the LAMPTABLA TEST; Thanks Myse1234! .) pages 47 & 48: changed style and labels according to new cockpit design; Thanks Myse1234! .) page 48: Changed picture according to new cockpit design; Thanks Myse1234! .) page 48: Removed note about wrong white boxes which became unnecessary with the new cockpit design .) page 50: Enabled the text about the white markers on the indicator and warning tables ("Some of the indicator ...") .) page 67: Changed picture according to new cockpit design; added note to Mode 3 about the orange light; Thanks Myse1234! .) page 72: Changed wording slightly for some indicator lights; Thanks Myse1234! .) page 84: Changed pictures according to new cockpit design; Thanks Myse1234! .) page 113: Changed captions vice-versa; they were mixed up; Thanks Snappy! .) page 121: Added schematic view of KB pod; Thanks Myse1234! .) pages 121 & 122 & 123: Changed data of KB pod programs 1 to 4. Observe new chaff & flares frequencies!; Thanks Myse1234! .) page 122 & 125: Deactivated section "Automatic release mode"; this is currently not working in DCS; Thanks Myse1234! .) page 164: Changed pictures according to new cockpit design; Thanks Myse1234! .) page 234: Replaced "Radar altimeter" with "Doppler system" .) page 257: Removed word "to" from sentence "The entered Mach number lasts until the next ingress waypoint or [[[[[to]]]]] the waypoint after the last target waypoint." .) page 264: Reworked whole page regarding chapter "Manual fixes"; Thanks Machalot & Myse1234! .) page 297: Changed wording for the chapter M71 Modes / Overview (for most of the text); Thanks Machalot & Myse1234! .) page 301: Changed header "M71 / CCIP (low drag bombs only)" to "M71 / CCIP (high drag bombs only)"; Thanks to Discord user SmugPappyToast! .) page 309: Changed wording for paragraph "The Navigation bombing mode (NAV bombing)..."; Thanks Machalot & Myse1234! .) pages 336 & 337: Reworked the section "RB15F, missile programming" slightly for better reading .) all pages: Consistently changed designation for the 120kg sprängbombs to "M71" throughout the whole document; Thanks Machalot! .) all pages: Consistently exchanged the word "warning" with "caution" in case a warning became a caution. .) all pages: Consistently exchanged the labels according to new cockpit design. Happy holidays & kind regards, TOViper4 points
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We're looking into adding that to the OH-6 but I don't plan on making any more "attachments" mods, they are too limited and too tedious to do properly4 points
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This issue needs more prioritisation now that the 'dynamic spawning' essentially loads into the F10 map first, forcing VR players are into this situation.4 points
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yet ED seems to be determined to make it harder and harder for us4 points
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I am not quite happy with sub arctic winter textures. I live in it , but I can live with it. My fatigue is the constant bitching on everything new coming lately. There is a lot of talk before thinking going on.4 points
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Seems like we came that far that ED should implement warnings like: "You are leaving the high resolution area and entering the W.I.P. part of the product." Could reduce disappointment.4 points
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Great idea. When I asked alone they just gtfo me. But if the whole community asks, perhaps the answer will be more satisfying4 points
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Just to be clear if it wasn't enough in my message, I'm not pointing finger specifically at ED. What they're doing isn't really different from the many other game devs I haven't been able to get through to. You should consider yourselves lucky that you can actually play DCS on non-Meta headsets at all. More and more of the new content from game developers isn't going to be tested on anything other than Quest and given Meta's approach to a locked-down OpenXR ecosystem, this content isn't going to properly work on other headsets. I'm dipping because I don't have time to deal with folks who aren't interested in being constructive and solving real problems like this one. (hint: Meta is top of the list)4 points
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@NineLine@BIGNEWY Are ED going to explain why this highly valued contributor to the community who provides critial support for latest gen headsets was completely ignored to an extent he's now no longer willing to help. We also need to hear the short and long term plan for VR and if ED are going to support properly. Please also can you confirm are you in a position to actually get the resource base this requires and have the ability to get the dev's to implement this - or do we need to start addressing our concerns directly to Kate/Matt? This is fine i just don't want to waste my time, if your not the people that can assist. Without VR and getting the communication process improved to avoid shortcomings that this latest game patch has exposed, you will lose alot of high spending customers, this is not a debate point, just fact.4 points
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ED should ban whingers from purchasing EA. It's the equivalent of being allergic to peanuts, eating peanuts and then blaming the manufacturer for making you sick.4 points
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I tried to find lots of ways to phrase this that were more polite, but it boils down to - why the F*** do people keep buying early access products - that are clearly labelled as unfinished - then go into emotional meltdowns and paroxysms of forum post rage when they discover the unfinished product they bought is ... unfinished? All the maps were of poorer quality when released than they are now - ALL OF THEM. Frame rates on the Mariannas map were so poor when it was released that after trying the day I downloaded I didn't even bother looking at it again for months & until it had been patched a few times. It's a nice map now, but wasn't when released. Afghanistan is in its first day of Early Access & people are complaining that it's not as polished as maps that have been being patched and de-bugged for years - in some cases a decade or more. After the tsunami of whingeing that appeared on the map's release, I downloaded & started it with a heavy heart, but I'm pleasantly surprised. There are some rough bits but on the whole - it looks an interesting map & geographically varied (even the north-east part of the initial release is far from being 'another desert map'), the frame rates are good, bits of the map are beautiful, and at 0m to 50m altitude, and from a couple of thousand m AGL it looks very nice. In between there are a few things to work on - but that's why they repeatedly, all over the forum, all over the download page and all over every social media channel and internet site it's mentioned on, say 'IT'S NOT FINISHED" If, when they say it's 'finished', you think its's not up to scratch - complain then. If it takes too long to get to 'finished' complain about that (but please wait at least a week from today) But for God's sake please stop complaining that the product you consciously bought in the full knowledge that it is unfinished, is unfinished, & do the rest of us a favour by not buying any more early access products. Please. We'll all be happier4 points
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