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  1. Dear all, Summer has come to an end and autumn is upon us. We hope you all had a great time during summer and of course, plenty of vacation to hit the beaches, enjoy cool drinks and fly some DCS. After the F-4E release we gave the team some air to breathe and to recharge, as mentioned before, however we have long since returned to advance our roadmap. We apologize for being a bit more quiet with updates the past few months, as we collected and prepared ourselves for a productive rest of the year 2024. Hence we felt it was time to bring you a comprehensive development update for our modules again, and we are delighted to do so. The team has been hard at work introducing new features, refining systems, and addressing numerous bugs to enhance your simulation experience. In this update, we will be diving into the latest developments across the DCS: F-4E Phantom II, DCS: F-14 Tomcat, and DCS: AJS37 Viggen modules. Each aircraft has received dedicated attention to ensure you enjoy the highest levels of authenticity and performance. Let's explore the exciting new features and fixes in detail. DCS: F-4E Phantom II - NEW Mini-Campaign - FROG-7 As you all know, our commitment to content in Heatblur modules is unparalleled and a plethora of new missions are planned for all our modules, including a new and free campaign for the F-4E Phantom II. Enjoy this little mini-campaign, which sets the mood for the larger, free campaign coming a bit later - Days of Atonement, following events of the Yom Kippur War. FROG-7: On the night of October 9 1973, Syria escalated the Yom Kippur War further by launching FROG-7 rockets at Israel's northern airbase, Ramat David. At 03:35, the missiles struck, killing one Israeli pilot and wounding several soldiers. Additional rockets landed in civilian areas, including Migdal HaEmek and Kibbutz Gvat, spreading fear and destruction among the population. The Israeli government decided to retaliate decisively. The very same morning the IAF launched strikes deep into Syria, hitting core military installations and infrastructure to cripple the Syrian war-making efforts and to prove that Israel was both still capable and willing to attack its enemies deep in their territory. These attacks were also intended as a deterrent to Jordan to enter the war. Relive some of the events following the October 9 FROG-7 attacks, including the famous Raid on the Syrian General Staff Headquarters in Damascus. The missions have been meticulously recreated based on a plethora of historical data and SME input from IAF veterans who flew during the Yom Kippur War, including the real life routes that have been used and events occurred during these missions - with as few liberties taken as possible within the limits of DCS. DISCLAIMER: This campaign is semi-historical, and while it tries to depict historical events as accurately as possible within the limits of DCS, it is in no way motivated by any political, or religious ideologies, and is not connected to any recent events. Rather, it is meant to let the player experience one of the most intensive periods of aerial combat for the F-4E Phantom II. Requirements: DCS: F-4E Phantom II | DCS: Syria | Optional: DCS: Combined Arms DCS: F-4E Phantom II - Systems, Improvements and Features We prepared a long list of bug fixes, systems improvements and new features for this update. As many of you requested, we finally added brightness control logic for the UHF repeaters. This improves the visibility across various lighting conditions, enhancing pilot experience in different operational environments. Furthermore, individual backlighting has been added for the WRCS ALT/RANGE placards. Based on the selected Delivery Mode, this backlighting will now indicate which of these is actively in use, bringing more situational awareness during flight. Night operations have also received attention with the addition of backlighting for the WSO ECM and KY-28 panels, improving usability in low-light scenarios. DCS: F-4E Phantom II - RWR Significant updates have been made to the RWR (Radar Warning Receiver). The RWR now detects active radar homing missiles, providing pilots with earlier and more accurate warnings of inbound threats. The RWR database itself has been updated to include new and previously undetected threats, making it a more reliable tool during combat operations. In addition, we've introduced new handoff sounds for emitters, which include the AIM-120, AIM-54, R-77, and Tornado platforms, allowing pilots to better manage their responses to multiple threats. Finally, ALR-46 RWR target separation (TGT SEP) button is now working, it lets you adjust the way the contacts are displayed to avoid symbols overlapping in environments that are highly saturated with emitters. DCS: F-4E Phantom II - New Weapons Weapon systems for the F-4E have also seen several updates. The BDU-33 practice bombs have been added to the inner wing pylons, offering pilots the opportunity to practice their bombing runs with increased realism. We've replaced the GBU-24B/B Navy Variant with the more accurate GBU-24A/B Air Force Variant, ensuring that the correct ordnance is modeled. For those flying the German F-4F, we have introduced the BL755 and SAMP-250KG LD Bombs mounted on TERs, accurately representing the specific loadouts used by the German air force. We've also included a visual-only ACMI/TACTS pod, adding to the authenticity of the aircraft’s visual representation without functional implementation. Furthermore, we have fine-tuned the sight depression limit, adjusting the mechanical range from -225 mils to -250 mils, offering more flexibility in targeting. Along with these changes, we have fixed issues with the Sight Reticle Range Bar, ensuring that it correctly indicates ranges in different modes. DCS: F-4E Phantom II - JESTER AI Navigation Update JESTER has received significant updates in this release, most importantly improving his navigation capabilities. Support for special waypoint types has been introduced, which can now be set up through either the Jester Wheel or the Mission Editor. These waypoint types include Identification Point (IP), Target (TGT), Visual Identification Point/ Nav Fix (VIP), CAP station between two subsequent CAP points and according QnA to set the desired vul-time (CAP), FENCE-IN (F-IN), FENCE-OUT (F-OUT), Homebase (HB), and Alternate (ALT), allowing for more sophisticated mission planning and execution. Jester also now supports in-flight INS updates through the NAV FIX function, which can be initiated via overflight of a VIP special waypoint, ensuring that navigation data can be refined and improved mid-flight. Details of these new functionalities can be found in the manual, which has also been updated. These new special waypoints will already receive more updates in the subsequent patch, such as a “silent VIP”, which allows for more low-key nav fixes on else regular waypoints, as was done for instance by the IAF during the Yom Kippur War, when flying their routes from IP Tower to IP Tower over the else featureless desert terrain of the Sinai. Additionally we want to tie checklists to waypoints such as Fence In and Fence Out in the future, and also allow for a more autonomous attack planning by JESTER based on your IP-TGT relation and mode selection. We are also currently working to implement a comprehensive list of set commands, such as you already know from the F-14, to allow for further mission scripting. DCS: F-4E Phantom II - INS Alignment First, we’ve reworked the entire alignment procedure. This new system is designed to streamline the alignment process, making it smoother and more efficient, ensuring your navigation systems are even more precise and dependable. Additionally, we’re introducing new dialogue options with Jester. These will provide greater flexibility in communication, giving you more control and interaction during crucial operations. Whether it's alignment or troubleshooting, you’ll have clearer, more dynamic exchanges with Jester. To further assist pilots, we’re adding more detailed information about the alignment process. This will give you a deeper understanding of each phase of the procedure, helping you anticipate and manage the alignment more effectively. With this added clarity, you’ll be able to ensure everything is properly set up for the most accurate flights possible. In cases where an alignment fails, we’re introducing new options to handle these situations. Instead of leaving you without clear guidance, the updated system will offer corrective actions, providing a path to recovery and reducing downtime. DCS: F-4E Phantom II Bugs In terms of bug fixes, several critical issues have been squashed. We’ve addressed crashes related to homebase TACAN and some problems with the Heatblur UI. Radar antenna range gate acquisition issues that affected certain scenarios have also been fixed. Additionally, we have resolved crashes experienced by users with DCS installed on Unicode directory paths, such as those containing non-Latin characters. Another fix includes correcting the logic that was preventing ECM warm-up from skipping during hot starts. Lastly, we’ve resolved an issue with the Pave Spike STOW and WRCS/INS OUT lamps incorrectly illuminating during BIT 1 tests, ensuring these systems function as intended. Improvements have also been made to the control inputs. New 4/8-way hat steering binds have been introduced for the Jester Wheel, providing greater control over AI management. Self-accelerating knob binds have been added for various cockpit controls, such as the Sight Depression, HSI Course, Target Latitude/Longitude, and Bombing Pull-Up Timer, simplifying input management for these functions. You may want to remap some of your slow/normal/fast keybinds, though we kept these to offer you more choice. Several issues with broken bindings have also been addressed, and missing toggle and axis binds have been added for systems like the Antenna Switch, Anti-Skid, and Emergency Gear handles. Audio improvements for the F-4E are another highlight of this update. The engine sounds have been overhauled, offering a more immersive and authentic auditory experience that enhances the sensation of flying the Phantom. Canopy sounds have also been improved, adding further depth to the aircraft’s interaction with its environment. Visually, we’ve made several important updates. We fixed the external engine blades LoD00 - LoD01. The fuel tape visibility has been improved for better readability during flight. A previous issue where formation lights disappeared when zooming out has been resolved, ensuring consistent lighting visibility. The throttle animation has been updated to include afterburner detent sideways movement, bringing more realism to throttle operations. Various cockpit indicators and animations, including those for the HUD and other critical systems, have been reworked to enhance both visual fidelity and functional accuracy, and much more. Beyond these updates, we’ve refreshed the in-game manual to reflect all the latest changes and features, ensuring pilots have the information they need at their fingertips. Missions have also been updated to take advantage of these new capabilities, and new ones have been added for greater variety, introducing the first set of basic instant action missions for the new Afghanistan map, with more to follow. Additionally, we’ve introduced support for Historical Mode in the Mission Editor, allowing for more authentic mission setups. For mission creation, we’ve added new models, including an IP Tower and a GHQ Building, expanding the possibilities for mission design. Lastly, new liveries have been added, such as the Israel Kurnass 303 Toad 1967 livery with thanks Fish. DCS: F-14 Tomcat For the F-14 Tomcat, we’ve made several important updates to systems, weapons, controls, and more. One significant fix addresses an issue in NAVGRID mode, where true bearing was incorrectly displayed instead of magnetic bearing. We’ve also updated the TID repeater on the pilot's HSD, which now functions properly when the RIO selects TV mode. Laser code settings have been removed from the Kneeboard and Mission Editor aircraft properties, and you should now use the new fuze settings for configuring these codes in the DCS rearm menu. Weapon adjustments for the F-14 include correcting the LAU-10 Zuni pod mass, reducing its weight by 150kg to reflect the correct loadout specifications. Unnecessary fuze settings for the BDU-33 practice bombs have been removed. We’ve also made the TARPS pod compatible with a wider range of munitions, including the Mk 82, Mk 83, GBU-12, and GBU-16, offering more flexibility for mission planning. Several fixes have been made to resolve corrupted weapon names in the Jester Ordnance Menu, and we’ve aligned the default payloads between the two Tomcat variants to ensure consistency. We’ve also made several fixes to the cockpit controls. Issues where controls were clickable from the wrong cockpit have been addressed. Three-position switches now move in the correct direction when left or right-clicked, and tooltips for the IFF panel have been adjusted to provide clearer and more accurate information. In addition to these updates, we’ve also added a first new set of basic instant action missions for Afghanistan with more to follow. Big thanks also to Kaba for an overhaul of the Cage the Bear campaign. Please note that older, obsolete versions have been removed, to keep the maintenance slim. DCS: AJS-37 Viggen The AJS-37 Viggen has received updates and bug fixes to improve both realism and gameplay. We’ve updated the airfield database to include support for the new Kola map and increased the maximum number of airfield reference codes to 98. The "Beredskapsvarning" warning is now enabled in LANDN P/O mode, adding more accuracy to emergency operations. Pilots can now select how REF codes are generated through a newly added Special Option, allowing for more customized mission setups. Several critical bug fixes have been implemented. An issue preventing the RB15 missile from locking onto targets when released in NAV mode has been resolved, ensuring more reliable missile targeting. We’ve also fixed problems with saving manually set runway direction and TILS data, providing better operational consistency. The BAS selector loop issue, which occurred when spawning at bases with IDs greater than 72, has also been addressed. Additionally, we’ve adjusted the flash rates for ground collision and "beredskapsvarning" warnings to 5 Hz and 2.5 Hz, respectively, bringing them in line with real-world operations. In terms of input controls, we’ve added toggle bindings for the ATT and HÖJD autopilot controls, offering more flexibility and ease of use. As with the other modules, new instant action missions have been added for the Afghanistan map, and existing ones updated to reflect the latest changes. Mission makers now have the option to filter out FARPs from the REF code list by adding "-REF-" to the unit name, allowing for more refined mission design. The manual has also been updated to provide comprehensive guidance on these new features. Q3 2024 and what the future holds The rest of the year is already packed full with tasks for the team, as we continue our efforts on the side of the release for the Viggen and the F-14, (our upcoming MSFS modules, as a side note,) the Eurofighter, of course and more. We are currently wrapping up the A-6 AI development, which we hope to bring to you in one of the next updates. And we hope that we can bring the early F-14A to you before end of the year as well. Beyond that, we will of course have more in depth updates for you on the development of our various modules as the year keeps moving along. We want to extend our heartfelt gratitude to our dedicated community for your ongoing support and invaluable feedback. Your passion and engagement continue to inspire us to extend our efforts in delivering the highest quality simulation experience possible. Thank you for being part of our journey to push the boundaries of flight simulation. Fly safe, and see you in the skies! The Heatblur Team
    22 points
  2. Kinda funny Any backstory to this ?
    11 points
  3. thanks for pointing that out. It appears that I reversed the front wheel animation on my early models (E-7 and P-8). Unfortunately, what should be an easy 10 minute fix is not. a) It has been so long since I have modded that I've forgot basic Blender key commands - so I need to relearn it all. b) the models have a version conflict with current Blender/exporter software so other animations are now broken - meaning I will need to update the models or downgrade the software c) currently, I don't have the time (real life schedule) or motivation (a few negative incidents have burned me out on the community) to mod anymore I will add it to my list of to-do's (including adding engine thrust reversers), but I can't guarantee when/if it will ever happen.
    6 points
  4. Kobuleti cross, many a scenario and training session spent here in DCS, the google pin is a homage to the location many of us have flown around for over a decade.
    5 points
  5. A little video to showcase the improvements to the Su-30's flight model coming in a future update:
    5 points
  6. Just a quick update, and Apologies if it sounds a bit brash, there are external factors involved at the moment: - I Am working on adding a few under the hood things to the app. *( to further help w/ tracking issues ). - I Am also integrating a few things that aren't public yet. *( and Need time to test internally ). - I Am tracking the Thread issue, narrowed it down to the source and testing work arounds, if they don't yield results I am looking for then I'll revert the thread changes I integrated for the last public build. - I Have a few projects that are Higher Priority. ( As Stated Before in this thread and other media platforms ). - I Am also enduring a family medical crisis, which has taken up all free time at the moment, and greatly impacted personal things. *( The external factor mentioned above. ) - There is no need to repeat post on my profile, send me PMs, or Ping / Tag me etc. (whether here or other media platforms), repeatedly asking for updates, this is a hobby/free time project and not under any license or user agreements to which I owe any updates, material or verbal. Updates will be posted when I have updates to give.
    4 points
  7. Would you like to know more? (It is a silly Starship Troopers reference - aka bug squashing etc..)
    4 points
  8. 20 September 2024 Dear Fighter Pilots, Partners and Friends, We are excited to announce a host of important bug fixes and improvements coming in the next DCS update! This update will address Aircraft AI, Ground AI, weapons, and terrain optimisations. Please read the details below. Also included in the next DCS update are an impressive number of improvements to the DCS: F/A-18C and DCS: F-16C. A special thank you to our community who have provided invaluable feedback. The End of Summer Sale 2024 is filled with huge savings to help you digest your summer memories. Please head over to the E-Shop and check out all the amazing deals waiting for you! Please note that we are also offering the same deals on the DCS World Steam Edition! Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS Update Preview What to look out for Get ready for a wealth of DCS improvements that will add new features, resolve bugs, and optimise performance, especially in multiplayer environments. Here is what you can look forward to: Aircraft AI and Ground AI The latest update will include fixes and improvements to both Aircraft AI and Ground AI behaviour. For aircraft, issues such as cargo doors on the AI Mi-8 helicopter remaining open during transportation tasks and helicopters having difficulty landing will be fixed. The carpet bombing task will work correctly when a priority target is set and weapons free. Additionally, fighters will perform better in cruise missile interception scenarios. For Ground AI, bridge crossing is being improved along with route following behaviour. The BTR-80 and BTR-82 will deploy a bow-wave shield when crossing water. Please stay tuned for the upcoming changelog. Weapons Weapon behaviour will see several important fixes, particularly for the AIM-54C's lock reacquisition issue. AI units will properly use APKWS rockets. Additionally, the R-27R/ER missiles will be adjusted to track cruise missiles effectively, and a new China Asset Pack addition will introduce the HJ-12 Anti-Tank Guided Missile (ATGM). Other improvements will include updates to the Sea Eagle missile, which will have a collision model that can be intercepted. Terrain Engine The terrain engine will receive notable optimizations, including better VRAM usage, disk streaming, and CPU utilisation for rendering scenery models. This enhances performance across maps, especially in VR. Additionally, issues like crashes at mission start in certain maps (Afghanistan, Kola, and Sinai) and graphical artefacts when zooming or panning in map modes have been addressed. These optimizations will contribute to a smoother and more stable gameplay experience, especially in complex and processor intensive situations. Other important improvements will include cargos no longer being destroyed when dropped, improved oil and water leak effects for World War II aircraft, and the Arleigh Burke Close-In Weapon System (CWIS) use against missiles is improved. F/A-18C & F-16C Aircraft Improvements Recent updates and bug fixes across various aircraft, including the F-16C and F/A-18C, are part of our ongoing commitment to refining the simulation and completing all release and post-Early Access support commitments. We have addressed a wide range of issues, from minor graphical glitches to more significant systems-related bugs that affect gameplay. The F-16C Viper will see improvements in its radar including fixes to Track While Scan (TWS) multi-designations, more reliable soft-locks in Range While Scan (RWS) and Dual Track modes, added the ability to interact with false targets, corrected Hot Lines, and improved Pulse Doppler (PD) tracking. For ground-pounders, Maverick slaving to the Sensor Point of Interest (SPI) issues will be addressed. One of the biggest, and most requested changes, is the ability to select the Flight Control System dead zone gradient to either a realistic setting best used for force-sensitive joysticks or to exactly match the Controls Manager deadzone value. You will be able to select this in the next update. Despite being out of Early Access, the F/A-18C has and will continue to be supported with new features and fixes. In the next update, the F/A-18C will receive updates to its avionics and weapon systems. These updates are based on player feedback and extensive testing, they include adjustments to the radar BIAS behaviour, Joint Helmet Mounted Cueing System (JHMCS), training missions, fuzes and more. Stay tuned for the full changelog! Although not ready for the next update, the F/A-18C is also undergoing an extensive review and re-work of the flight model and flight control system. Other F/A-18C features are still planned for the project like more Multi-Sensor Integration (MSI) features, loft symbology and data for JDAM and JSOW, and the Mk-77. End of Summer Sale Upgrade your hangar now! The DCS End of Summer Sale 2024 is running until the 30th of September 2024 at 15:00 GMT, and we truly hope that you take this opportunity to land some great deals. Our most popular fighter jets are available with a 30% discount including DCS: F/A-18C, DCS: F-16C Viper, DCS: JF-17 Thunder, DCS: MB-339. Our staple helicopters such as DCS: AH-64D and DCS: Black Shark 3 are also on sale with 30% off! Many more aircraft, terrains, campaigns and important add-ons are on sale with 50% discount. Visit our shop! Please note that we are running an identical sale on the DCS World Steam Edition until the 23rd of September 2024 at 17:00 GMT as part of the Planes, Trains and Automobiles fest! Thank you again for your passion and support, Yours sincerely,
    3 points
  9. Im sorry to stress this, but the F-4E is not a carrier compatible plane. Yes, it has a tailhook. And we simulated it fully, you can land with it on a carrier just like you could IRL with a -E in theory, with all the consequences this has. We understand people want to cosplay as Navy Phantom while waiting for the actual module that will come at some point in the future. We have heard the question and are possibly considering doing something about it. You have to understand though that time and resources are unfortunately very limited and our schedules are packed. I would love to be able to tell you "yes, cool idea, its in the next update", but this unfortunately just doesnt work. The request is a low prio item for us and its unfortunately also not a quick and easy thing to add.
    3 points
  10. A-6E AI in one of the next updates? Great! Here's hoping they stick the landing this time and don't have a repeat of last year's "coming this summer" announcement.
    3 points
  11. If you go back to the start of this thread 2 years ago, we already tested and compared the current missile to these fly out graphs. Spoiler they are extremely close. As in almost perfectly matching. Additionally you do have to modify the missile lua a bit to perform the test properly, since by default the missile will try and maintain the attitude you fire it at. If you disable all guidance and autopilot in the missile via editing the lua, so it will fly ballistically instead of holding an attitude or AOA, then it will in fact match the performance in the flyout graphs posted.
    2 points
  12. This has been and continues to be an issue for livery makers across all modules and paintkits. Some are far worse than others but all suffer from illogical placement of parts in the UV maps. The example I'm giving is for the Heatblur F-4 but it is just one example and not meant to single out Heatblur's module. Yes, this module doesn't have an official paintpack yet and I'm hoping that these issues will be addressed when it's released. The issue is that there doesn't seem to be any effort to group the little bits and bobs like nuts / bolts, antennae, control rods, etc. in logical and adjacent groupings. Those of us who are experienced skinners have methods to single out errant pieces in the UV map but it is a time consuming... "adventure" and can be quite frustrating. I am familiar with the process and have unwrapped in Blender. I pay attention to grouping the parts from a single entity as adjacent as possible. Possibly the makers of the default skins don't have as much difficulty since they have the ability to load the 3D model and work within that software. I'm assuming 3DS Max. As users, we don't have that option as far as I know. So, this is the example. Trying to find the engine inlet probes. Notice how they are spread out but there is plenty of map available where the arrows point. Again, this is just one example of many many many similar or worse issues throughout every module.
    2 points
  13. Thanks a ton, friends @crazyeddie @ggrewe. For checking it out and fixing the issue, and for the extra paint job! I'm gonna add a little more wear to a few places I messed up and I'll drop it in the ED user files, with y'all definitely credited for it!
    2 points
  14. I thought DCS aimed to be the most realistic consumer-level military flight sim possible? If this gets added as a mod, so be it. But dedicating time and effort into this request as the official developer, while already packed with work (and behind self-imposed schedule on a lot of promised features), is in my humble opinion not the right thing to do. There’s something to be said for giving the customers what they want, but please be reasonable…
    2 points
  15. Just checking in to see if there are any updates planned coming up @TAT0R? Bronco getting any love soon or is it all hands on deck for the Alpha?
    2 points
  16. Setting it down is not the issue its more the balancing on a sideslope and when you bank a few degrees to the hill its hard to stop or get back (look at the cyclic i need to bank back) thats the only thing i „brag“ about. Everything else its really enjoyable
    2 points
  17. I feel kinda bad now that i've discovered there is a church nearby.
    2 points
  18. Would love to see the addition of the RA-5C Vigilante!
    2 points
  19. New digital inertial navigation and attack system (storing 99 waypoints) (AN/ARN-101) CCIP capability, with both immediate and delayed release, using the exact same gunsight we have now. AN/AVQ-26 Pave Tack (first generation FLIR pod, a bit fancier than Pave Spike but not by a whole lot) - here's a video. TISEO - practically the same as TCS on the Tomcat - here's a video. GBU-15 - you can kind of think of this as more of a USAF Walleye II ERDL. It has Mk 84 and BLU-109 warheads available but I couldn't see BLU-109 versions listed in a 1990 -1. The DMAS Phantom can also equip the AN/AXQ-14, which supports man-in-the-loop guidance via data link and lock-on after launch capability. It also supports cooperative engagement capability, but that's probably something for ED to do, as their current aircraft don't support it, even though they should. LORAN navigation.
    2 points
  20. 2 points
  21. Few years a go, i bought the Hawk T1A module of VEAO after disagreement between two company, they were not more able to support, i got the surprise to lose him on next version, seem the same problem come back again, this time, i can losing the Harrier, m2000, mig19, f15E, due to lack of support and patching. When and who is next ? That is the question. That is the second time for me.
    2 points
  22. Try to install updated "Vietnam assets pack". See my post from September 05 on page 36.
    2 points
  23. A new patch release has been published. This contains some fixes for handling certain cases that may occur in TacView data. https://github.com/dharmab/skyeye/releases/tag/v0.5.2
    2 points
  24. M904E4 - mechanical nose fuse with safe separation arming delay and impact function delay settings. M905 - direction reflection of the 904 but is a tail fuse FMU-139 - electromechanical tail fuse with arming and function delay. Can be electronically armed in the jet as an instantanious detonation fuse, or use the function delay settings on the faceplate All 3 of theses are ground crew set and cannot be changed in cockpit minus the caveat with the 139 Mk-339 mod 1 - mechanical time clock dispenser fuse that functions the dispenser based on time from release of the weapon. PRI and OPT are 2 different set of function timings FMU-140 - Radar altimeter proximity dispener fuse that functions on AGL. Vt1 uses the rad-alt. Vt2 uses a backup time based function. Only accesible on the CBU-99 Both of these fuses are ground crew set. You can change with option to use in cockpit. But you cannot change the timings. FMU-143 - electromechanical hard target tail fuse. Used for bunker penetration with a higher 75G impact force activation and (should) have a fixed 60ms function delay. FMU-152 - Joint Programmable Fuse. This the only attachable fuse that is fully in cockpit programmable. But only with JDAM's. JPF page is accessd under JDAM DSPLY --> Mission --> JPF. Has arming and function delay settings. Will use the faceplate settings as default if unmodified. DSU-33 - AGL airburst nose fuse for the mk-80 series warheads. Fixed 20m burst height. This about as condensed of an explanation as i can make it. There are a ton of nuances and caveats but this will get you started
    2 points
  25. I returned the F-15E. Basically it would be a great plane and I would have preferred it much. But I am also very uncertain about the future of RB and the modules. Well, the whole thing has really shocked me and made me think. I have been involved since Flanker and have bought a lot of things. But now I will hesitate to buy new modules because I have realized how quickly it can happen that a module no longer receives updates for a long time. Even with the M2k, which is my favorite plane, I am considering putting it out of production so that I don't end up disappointed later.
    2 points
  26. Version 1.40 - 2025-04-26 -- Major Update Download: here (ED User Files) Summary This is a fully randomized COIN (COunter-INsurgency) mission which tasks you (and your friends) with defending towns from enemy convoys. Single- and Multi-Player randomized mission with optional Sandbox (endless) mode. There are no SAM sites nor enemy fast movers to defend against, but there are hostile ground forces and helicopters on their way to attack the cities that are under your protection. You are based at Hatay and are tasked with the protection of the surrounding cities Akincilar, Kirikhan, Kumlu, Reyhanli, and Antakaya. Intelligence has learned that a number of insurgent convoys are enroute, with the intent to capture these cities. When patrolling the region, be wary of irregular forces on the ground that will attack you on sight. Your priority are the convoys that are rushing towards your cities. Destroy them before they reach their objective You get updates as soon as intelligence learns of the existence a convoy, and a summary of all known hostile convoys can always be requested via Communications. Enemy convoys consist of multiple vehicles, some armored. All convoys are protected by some form of air defense, so be careful. Some of the convoys also have helicopter escorts. USING TROOP TRANSPORT (Helicopters) This mission supports deploying ground troops (infantry) with troop transport-capable helicopters To use this feature, you must Occupy a troop transport capable helicopter (Mi-8, Huey, Hook, Mi-24, (Mission modders: Blackhawk supported)) and Spawn them (Optional. If there are ground troops near, just land close to them) To spawn ground troops, land your helicopter near the white smoke at the Hatay camp, and go to Communications-->Other-->Airlift Troops--> Request <Hatay Assault> troops for transport Move your helicopter near the troops that you want to pick up. You can order them into your helicopter by: Communications-->Other-->Airlift Troops-->Load <group name> ? Members Once the troops are on board (currently instantaneous), they are ready to drop whereever and whenever you want them to. DEPLOYING TROOPS To deploy the troops that you are carrying, land the helicopter, and choose Communications-->Other-->Airlift Troops-->Deploy Team <group name> Once you have deployed a group, you can load it again by landing close to them, and going again to Communications-->Other-->Airlift Troops--> Load <group name> ? Members Every mission plays differently - enemies and the routes that they take are randomized. This mission can be played endlessly, with new randomized insurgents arriving continuously. Both Single-player and Multiplayer happily supported. Notes To switch to endless mode, go to Communications-->Other-->Mission Options --> Mission Goals and choose "Set mission to endless". This is a one-way switch, the mission must be restarted to return to standard goals. To enable/disable automatic recon-markings on the map when enemy convoys are sighted ("Easy Mode"), go to Communications-->Other--> Mission Options--> RECON To control eye candy ("stopGap" static planes), go to Communications-->Other-->Mission Options --> Eye Candy Single-Player Notes You can switch airframes at any time without restrictions. Mission can be completed successfully within some 120 minutes in the A-10A, faster in the Mudhen or Bug. It takes longer in the Black Shark, and becomes increasingly challenging in other helicopters (Single-player completion with just the Chinook is currently impossible). The mission provides access to all player-controlled aircraft via DCS's new 'dynamic player' feature, but in order to access this you must start the mission in multiplayer, even if you intend to play it alone. Multiplayer Notes COIN Op increases the difficulty of the mission with every player that joins the game. Mission can be completed successfully in 100 minutes, depending on the mix of aircraft that you are using. COIN Op uses stopGap for visual splendor. If you run this mission in multiplayer you must either disable Eye Candy, or install "stopGapGUI" on the server (only server) to work around a DCS synchronization issue Multiplayer supports dynamic player slots Acknowledgements Image credit: autoevolution Uses DML BACKGROUND On February 6, 2023, a massive earthquake hit the Turkey / Syria regions. The epicenter, located some 20 miles west-northwest of Gaziantep, brought unimaginable tragedy, destruction and devastation to some 15 million people who lived in this region. Some 60'000 lives perished, and far too many more were gravely injured. Damaged roads, harsh winter climate and disrupted communication lines conspired to hamper the initial relief effort; the people in the region had to endure terrible conditions for days. Although slow at first, the world responded. In an outpouring of support, more than 140'000 people from over 90 countries gathered and joined hands to help the stricken and try to mitigate the damage wrought by nature. Together, the region started their long, arduous road to recovery. Together, the world healed. Years later, the earth shook again. This time, the tremors weren’t nearly as bad, but they were enough to again disrupt communications. Worse, they served to instill fear and uncertainty into the people of a region that for millennia had too much of both. Unscrupulous and unconscionable local strong men interpreted the earthquakes as signs from their Gods to act aggressively. Moving swiftly, they managed to capture stores filled with light military equipment, including several combat-equipped helicopters. Within days, they used these inventories to assemble ragtag, yet dangerous, convoys that are now roving the countryside, intent on disrupting and destroying the remains of local government: the towns of Antakya, Akincilar, Kirikhan, Kumlu and Reayhanli. Intelligence indicates that there may be more behind this apparently local effort than meets the eye: evidently these irregular forces have access to combat-trained people with expertise to handle heavy weapons and even helicopters. This aspect of intelligence will have to be further developed. The irregular’s efforts must not succeed. Losing just one of the remaining centers of hope is estimated to be enough to trigger a cascading effect that will leave the entire region in the hands of quasi-religious warlords of unknown affiliation. YOUR ORDERS You are stationed at Hatay airfield, and ordered to seek out these convoys, and destroy them before they can reach any of the five remaining cities. Intelligence reports small groups or armed individuals roving the countryside, so be on the look-out for threats, and neutralize those, if possible, as well. Your rules of engagement are Weapons Free. All roads and airspace are closed, there are no friendlies in your area of operations, and you can assume any unknown vehicle or aircraft is hostile. RECOMMENDATIONS Initially, try to establish the locations of the convoys as they are reported by intelligence. First you can try and clear Hatay’s immediate surroundings of enemy scouts to allow you to move more freely. Once convoys get closer to their targets, it is imperative that you destroy all ground vehicles before they reach their destination. Be wary of Helicopter escorts as their combat abilities are unknown. Be advised that the hostile ground forces have access to limited AAA capability, in rare cases advanced AAA capabilities, including shoulder-mounted missiles or vehicles capable of launching ground-to-air missiles. Enjoy, -ch
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  27. Hello all, I am sorry to be bringing up the same topic again as from months ago, however I feel it is still worth mentioning again and something that might help out a lot of people who are having issues since the latest few releases. As pointed out in a post in March 2023 by @Taz1004 a lot of the normal map, roughmet, and FLIR texture sizes in the game are absolutely huge. These texture files do not need to be this huge (22+MB and some reaching 64+MB) and are furthermore stored as uncompressed 32bit textures when they can easily be compressed without giving up any visual quality. The FLIR textures don't have to be 4K since all we ever see them through is our MFD's or similar sensors which do not have this resolution in the first place. The textures that are affected are mostly found in a lot of the newer modules but they are not exclusive to them. They are also not exclusive to player controlled modules or aircraft/helicopters. Ground units have the same issues. The issue also occurs with many off the addon modules not developed by ED themselves so perhaps a word from ED to the other developers to have a streamlined and standardized texture creation procedure could be considered? From what I can tell from some of the videos I have seen regarding the latest issues with stuttering many of us seem to be suffering from, it appears that DCS is trying to use as many cores as it can get to constantly load/unload textures between SSD->VRAM->RAM->page file leading to massive bottlenecks on the SSD side as the threads end up waiting on the SSD and thus each other. Perhaps one way to combat this issue would be to have the normal map, roughmet, and FLIR textures reduced in size which would, without sacrificing image quality; 1. Alleviate some of the bandwidth requirements between all these different components. 2. Reduce overall VRAM and RAM usage. 3. Reduce texture loading times. 4. Reduce the size of the sim itself (which stands at 861GB for me personally as I own nearly all modules and terrains). I totally understand the dev team is busy but if a modder can make these changes in a matter of a week or two it should be possible for the dev team to put someone on the task of hunting down these insane textures and make them a much more reasonable size. I implore you @BIGNEWY and @NineLine to please pass this message on to the responsible people and take another hard look at these texture files since this was first reported already over a year ago. As someone who has been using DCS since the days of LOMAC, please pass this on and take it seriously because I feel this could make the sim so much more enjoyable for many. Kind regards, Vincent van Veen
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  28. no problem good to hear you are up and running again, enjoy your flights and have fun.
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  29. All orders have been shipped! Six this week are winging their way around the world! I think I'm going to get a free weekend! Enjoy your Slugmice, fellow pilots!
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  30. The changelogs are exhaustive. If its not listed, it wasnt addressed yet. Huhu. We are aware. The Phantom currently doesnt support the export stuff properly yet.
    1 point
  31. an option has been requested but I have no news to share currently thank you
    1 point
  32. That was it. All is well now. thanks.
    1 point
  33. I've never used the FCI because it takes away from the immersion for me. But I will bring that up and see if it helps to identify what I'm doing wrong. Thanks.
    1 point
  34. I think that may be a known issue. Please try to reload the Gametrix control unit firmware as described in the Troubleshooting section of the User Guide https://simshaker.com/guides/jetpad
    1 point
  35. Hey, welcome back. I'm glad this (best SAR) server is not dead forever.
    1 point
  36. Never looked back when it dropped. [emoji4] Sent from my SM-A536B using Tapatalk
    1 point
  37. I found a way to fix this, should be working for the next patch.
    1 point
  38. Regarding your response, sure, I know I can screw up my own PC, but I was merely searching for a temporary, usable solution. Editing the file is beyond my expertise so I was just putting it out should someone be able to advise. Regarding EDs obligation to offer workable aircraft, free or otherwise - I know that DCS are a close knit community. That does not detract from the fact that ED are a profit making organisation and they have an obligation to offer aircraft. and other assets, fit for purpose. The Ad didn't say, "Free Su-25T, but it might not work". Regards
    1 point
  39. Since my very first flight in the DCS: P-47 I noticed the slow flaps operation. I thought: Mkay, strange, but it's the way it is. Then, I happend to see a P-47 start up video... and searched for more. The result are in my YT clip. Results: Fox
    1 point
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