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  1. Progress Update: SME Testing. As development on our T-38A Talon continues, we’re excited to share insights from recent Subject Matter Expert (SME) testing. Our SME team, comprised of experienced pilots with first-hand knowledge of the T-38A, has been working closely with us to refine the aircraft’s performance and behavior in DCS. Their feedback has been instrumental in refining various aspects, from the aircraft's flight dynamics to the accuracy of its 3D model. In its current state, alongside countless performance test flights, our Talon has undergone several mock training sessions simulating real-world scenarios. This has allowed us to assess the aircraft’s performance across a variety of use cases, providing valuable insights into areas needing refinement, while also confirming the accuracy of several key flight characteristics. With their permission, we’d like to share the full, transparent testimonies from two of our SMEs, both of whom have extensive experience flying the T-38A: Murdock: Toby: We are incredibly grateful for the valuable insights provided by our SME team and contributors, and we look forward to sharing further updates as we make additional progress. We hope that their positive outlook serves as a preliminary showcase for the love and attention our team is putting into this project. Stay tuned for more as we continue to push toward delivering the most authentic and immersive consumer-available T-38A experience.
    13 points
  2. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.9.2280/ DCS 2.9.9.2280 Presented new campaigns: DCS: AH-64D Outpost Campaign by Stone Sky. DCS: F-16C Dragon's Fury Campaign by SorelRo. DCS - Core Game Spotting dots size in VR adjusted to be smaller in certain cases based on feedback. We are still working on different preset logic for VR. (Please be advised that setting “Improved spotting dots” does not affect presence of spotting dots in VR, please read the setting tooltip). Fixed: Memory leak connected to a ship water trail effect accumulating over the time in mission. Fixed: AI SAM track targets without line of sight in some cases. This will improve air defense units engaging aircraft behind cover. Fixed: In some cases, AI EWR is not responding on the client side in MP. Fixed: AI wingmen collisions during landing on the ship in some cases. Fixed. AI aircraft “Horizontal AAA Evade” advanced waypoint reaction to threat action not working. Fixed: AI aircraft sometimes ignore bombing waypoint action. Fixed: AI wingman starts taxiing before leading Player moves. Fixed: AI delay in initial ground units column start moving. Fixed. AI Vehicles will not go to the first WP when Go To Waypoint is used. Fixed: AI Ground unit deviation from route if route is looped. Fixed: AI Wingman collision when executing a command Go Pincer Right. AI Improvement: Aircraft AI attack logic with Anti-Radiation missiles changed to use the appropriate number of missiles per target depending on missile gen. AI Improvement: Aircraft AI added loft attack maneuver (example is case with F-4E lofting Shrike missiles) Fixed: AI F-4E is able to independently guide multiple AGM-12s simultaneously. Fixed: AI F-4E will not engage with AGM-65 in some cases. Weapons: AIM-120 constant lead angle guidance added to avoid missile twitching when it has not enough velocity to retain target within gimbal limits. Weapons: Legacy schema missiles were tweaked with more adequate speedgate bandpass, radial velocity calculation and probability of target change. Weapons: Adjusted AIM-7 reaction to ECM+ chaff exploit. Weapons: R-24 and RGM-84D missiles control surface animation correction. Weapons: Fixed AGM-84H sometimes fails to guide without DL13 pod. Weapons: Added the ability to restrict proximity fuze functioning to negative closure rates only. Weapons: SM missiles guidance and aerodynamics tweaked, decreased random distance error, adjusted DLZ. Weapons: FFG Oliver Hazard Perry class changed SAM SM-2MR missile with SM-1MR RIM-66. Weapons: SAM SM-1 cannot effectively engage KH-22. Weapons: Added new 3D models for SM family and booster jet effect. Weapons: HARM boost and sustain duration tweak. Weapons: Fix for SA-19 - 9M311 missile wild oscillations. Weapons: Added GBU-8 HOBOS bomb (F-4E pending switch to it). Fixed: First data link transmission causing short (10ms) stutter. Fixed: AWACS line of sight check for datalink does not work over long distances (approx. >100 nm). Fixed: Wind makes aircraft AI make erratic turns to waypoints. Fixed. F-117A and Ka-27 new collisions added to fix corrupted, olderer damage model. Fixed: Several other aircraft models are fixed to address “Corrupt damage model” errors in logs. Fixed: 1135M Rezky frigates disappear when viewing from a great distance, before other ship types. Fixed: TZ-22(Kraz-258B1) and S-75(ZIL-131) take no damage, new collisions added. Fixed. ChinaAssetPack. Gyrocopter no weapon hit collision. Fixed: “Group Alive Less Than” trigger not working. Fixed: Transport.dll crash related to BTR-80, BTR-82 destruction. Fixed: Excessive static noise on all FM radio transmissions. Fixed: Contrails visible in IR view. Fixed: Set “F4” view camera usage distance restriction as for “F2” view camera. Fixed: Effects initialized on inactive aircrafts. Fixed: API: onPlayerDisconnect() and onGameEvent('disconnect') do not provide the correct error code. Fixed: Not showing VR mask at certain graphical settings. Fixed: AI MQ-9. Removed unrealistic four points AGM-114 payload. Fixed: Uncontrolled helicopter trying to fulfill trigger tasks. Fixed: Performance drop when looking at exhaust smoke effect. Fixed: NASAMS launch pad legs lowered. Fixed: B-52H gear tires have very little contact with ground. Fixed: User can't connect to server with direct IP and password if incorrect server IP was previously entered. Fixed: AI S-3B after parking dismount crew with wrong skins. Fixed: Graphical glitches on destroyed parked “uncontrolled” aircraft. Fixed: Trigger.action.markupToAll only shades in freeform shapes if drawn clockwise. Thanks to the Closed Beta Team! Fixed: ME. Zone radius is displayed incorrectly after moving the mark. Fixed: Next icon selection under cursor in the map units layer. Fixed: Freeze when use unhook near cargo on the ship in MP. Fixed: “S_EVENT_LAND” is not triggered for player aircraft landing for carriers in some cases. Fixed: Radio messages not playing audio files from mission. Fixed: All airfield icons are aligned in the same direction in the select role MP screen. Added. ChinaAssetPack. 3 PLANAF J-15 Skin for Su-33 (Made by Wyvern). Added: AI SH-60B added to list of units for Brazil. Added: New Zealand country added. Improvement: Effects. Optimization of the cluster munitions effects: fixed stuck effects in some cases and added LOD's technique for clustered emitters. Improvement: ME. Static units auto link to the ship if they are placed over the ship deck. Improvement: ME. DDG Arleigh Burke class weapon selection panel added. Improvement: Unpacking trigger sounds to the dedicated server is removed, it does not need to play them like a client. Improvement: Added 'Restart Later' option instead of an automatic restart after major menu settings change. Launcher: Fixed. DCS button on the Social media page Fixed. Links to changelog Fixed. Login data saved in local log files (not saving anymore) Fixed. Updater silently loops, preventing update when out of disk space. Known Issue: At the moment of spawn in cockpit initial camera position may rotate slightly (minor) Thank you to all Closed Beta Test members and community members for your time and effort to identify and create reports that helped make this update possible. DCS: F-16C Viper by Eagle Dynamics Fixed: MFD Brightness setting independent between pages. Fixed: Missile Override will now save master modes. Fixed: TMS Up flow with FCR and WPN error. Fixed: Missing WPT number on some pages on DED. Fixed: CCIP post designate steering line does not work. Fixed: TMS with FCR as SOI is not operating correctly. Fixed: FLCS Pitch commands cap out at ~65% - Pitch has ~35% dead zone at the end of the axis. Fixed: Lessons. Improve spelling of RU texting. Fixed: Automatic steerpoint sequencing not disabled in A-G, FIX, or manual A-CAL. Fixed: FCR is not breaking FTT or MTT when steerpoint or sighting point is changed. Fixed: TNDL Track altitude rounds differ between HSD and HAD. Fixed: Viper -152nd livery has typo on title. Fixed: TWS hands-on cursor scan option is not working correctly. NOTE: Work continues on the Sniper ATP, Flight Model and FLCS tuning, and DTC. DCS: F/A-18C by Eagle Dynamics Added carriage of 2x GBU-32 on BRU-55. Fixed: Track memory timer issue. Fixed: HACQ and LACQ stop working. Fixed: STT lock takes longer and can't be achieved if maneuvering. Fixed: Unable to TDC depress on a jamming target symbol. Fixed: Radar very low Pd at any range. Fixed: NCTR data seems to be retained after aircraft unlock. Fixed: All ACM modes reverting to previous non-ACM search mode after breaking lock. Fixed: Bump Acquisition deletes the original trackfile. Fixed: ACM modes inconsistency - "Ghost Locks”. Fixed: Cannot interact with false targets. Fixed: AACQ and Spotlight don't work correctly together. Fixed: Hot start aircraft set default waypoint units to meters. Fixed: Range-resolved trackfiles and bricks go through the AOT dugout. Fixed: Rockeye and CBU-99 Mk339 MFUZ shows VT2 instead of OFF. Fixed: STT from VS no target information is displayed. NOTE: Most of the current F/A-18 work revolves around the DTC, flight performance, radar tuning, and Multi-Sensor Integration (MSI). DCS: AH-64D by Eagle Dynamics Added Air Targeting Mode. DCS: AH-64D | Radar Air Targeting Mode (COMING SOON) Updated AH-64D Early Access Guide. Please refer to the two most recent entries on the Latest Changes page (which can be found after the Table of Contents) for updates that have been included in the latest version of the guide. Fixed: Crash in avionics Hellfire. Fixed: AGM-114L cannot lock onto static units placed via ME. Fixed: Instant Action mission: SA-5 Elimination. Fixed: SCUD Busters Mission Kneeboard coord. Fixed: IAFS fuel incorrect on rearm. When installed, the IAFS will be correctly refueled along with the main fuel tanks. Fixed: C-Scope symbols not displayed for FCR data received via datalink. Fixed: Model glitches in the FCR items. NOTE: Work continues on the Flight Model and SCAS with focus on stability and yaw control. DCS: A-10C II Tank Killer by Eagle Dynamics Fixed. Position of the air refueling connector. Fixed. Flaps behavior in the Autostop sequence. DCS: CH-47F by Eagle Dynamics Added. Longitudinal Cyclic Trim (LCT) functionality in automatic and manual modes. LCT reduces fuselage nose down attitude as speed increases by tilting the rotors according to airspeed between 60 and 150 knots. This allows the fuselage to remain level for cargo and troops. Added. Differential Air Speed Hold (DASH) functionality (WIP). As you increase speed, the DASH, (a long tube in the flight controls with an actuator on each end) will increase in length. If you move the cyclic back to center, the aircraft will still maintain airspeed. This allows you to keep the cyclic in a more natural, centered position when flying at higher airspeeds. Added. ARC-201D and ARC-220 radios (WIP). Fixed. Picture on the refuel/rearming screen. Fixed. Thrust control lever animations. Fixed. 3D model. Some elements of the thrust control lever are not connected to the lever itself. Fixed. Radalt dimmer not working. Fixed. RWR symbols are black when signal is lost instead of dashed. Fixed. White marks on the RWR screen become black in some situations. Fixed. Gunners desync in multicrew. Fixed. Master caution light is not synchronized in multicrew. Fixed. The Trimmer Reset function is no longer working. Fixed V3 has incorrect correct freq range. Fixed. Local and Zulu time are equal on CDU. Fixed. Incorrect active radio shows in the Voice Chat panel. Fixed. Flare firing barely audible in external view. Fixed. Engines do not start without boost pumps on. Fixed. Ball moves in the incorrect direction when flying the ball. Fixed. No force feedback option. Fixed. Logbook not registering any data. Fixed. Rotor blade and fuselage physics corrected. Pitch angle at different speeds. Improvements to many MFD and CDU pages. Continue working on synchronization (WIP). NOTE: Great progress has been made on the Advanced Flight Control System (AFCS) and is undergoing testing and tuning. Among other things, it will provide automatic turn coordination and several auto-pilot modes. DCS: Mi-24P Hind by Eagle Dynamics Added: Mi-24P Afghanistan Weapons practice mission. Fixed: Rearming causes the side door to be visually closed if it was open before that but logically it stays open and triggers cabin seal warning if not closed. Fixed: Radio source selector tooltip: R-828 and JADRO positions in wrong order. Improved: Refactor of hit detection logic for Petrovich AI to more correctly report target miss. Known Issue: we are aware about sporadic gun shooting lag if the pilot is trying to shoot a gun while there are two human crew members present. We are working on isolating the issue and fixing the issue. NOTE: Progress made on the full manual and its English translation is in its proofreading and editing phase. RI-65 audio warning system has new audio phrases recorded for the English version and we are working on their integration. DCS: Supercarrier by Eagle Dynamics Fixed: Airboss: player can't return to Boss view after Select Role window. Fixed: S-3B - incorrect AoA indexer repeater lights logic. NOTE: Programming of the new deck crew logic and animations is complete and undergoing final tests. While not quite ready for this update, it is around the corner. DCS: WWII Asset Pack by Eagle Dynamics Fixed. EWR FuSe-65 Würzburg-Riese has no DM Fixed. Ju88 A-4 flap intersects with LTF5b during landing Fixed. Infantry walking and running animations Added. WW2 British Soldier for Canada and Australia DCS: Fw 190 A-8 by Eagle Dynamics Fixed: Adjustable Stabilizer can be seen through Fixed: Double application of brakes DCS: Fw 190 D-9 by Eagle Dynamics Fixed: Range Scale wrong on the EZ 42 Gun Sight Fixed: Double application of brakes Fixed. High RPM engine’s sound DCS: Bf 109 K-4 by Eagle Dynamics Fixed: Double application of brakes Fixed. Broken texture on the damaged wing Fixed. Wrong broken wing part DCS: P-47D by Eagle Dynamics Fixed: Double application of brakes DCS: P-51D by Eagle Dynamics Brakes Tuned (too weak) DCS: TF-51D by Eagle Dynamics Fixed. Exhaust flames Fixed: Double application of brakes DCS: Yak-52 by Eagle Dynamics Added. AChS-1 clock glows at night FIxed. Bort numbers DCS Mirage F1 by Aerges Systems: Fixed NWS high sensitivity being not enabled at first start of a mission. Fixed NWS having excessive effect on steering. F1BE: Rear seat NWS high sensitivity button is initialized now in the pressed position at hot ground start (same like at the forward seat). Fixed the wheel brakes light randomly flashing at the first launch of a mission with cold ground start. Fixed oscillating behavior in FFB introduced in the previous patch for some FFB configurations. Increased lower limit for FFB force to 20%. Radar: Now, when APS (TWS) mode is entered, the radar automatically switches to 60 degrees, one line scan. Previously it was not entering APS until those scan parameters were selected in the cockpit. Fixed the inability to automatically lock a target in auto acquisition modes - TEL/BZ. Transitions between 30 and 60 degrees areas, and between 1 line and 4 lines scans now don't cause the radar screen to be cleared. Input: Added "Telemeter/zone scanning switch - BPZ (BZ)" default assignment to inputs. Added missing input command for 'Fuel quantity reset thumbwheel' decrease action. F1BE: rear seat TACAN channel selectors and VOR/ILS frequency selectors now work with axis input. F1BE: fuel system and VOR/ILS now correctly handle keyboard and axes input - previously when an action was activated from the rear seat, it also went to the forward seat. F1BE: Fuel Quantity Reset Thumbwheel now can be controlled by keys input at the rear seat. Fuel Quantity Reset Thumbwheel is now accelerated with time when controlled by keys. 'VOR/ILS-OFF-TACAN' and 'Omnibearing' keyboard/joystick inputs will work only when the player is at the front seat. Fixed TACAN and VOR/ILS channel/frequency knobs animation, when those are controlled by a joystick axis. The 'Fuel quantity reset thumbwheel' is now correctly animated when keys are used to increase/decrease fuel amount. F1BE: The following switches can't be activated from the rear seat anymore with keyboard/joystick: 'Radar BZ/OFF/TL' switch, 'Fuel dipper' switch. Sound: Added canopy fracturing sound. F1BE: Fuel counter 'click' sound will now not be constantly heard anymore, when forward and rear seat readings are different. F1BE: Added missing fuel counter 'click' sound in the rear seat. Textures and liveries: Added mipmaps to all liveries textures to gain refresh rate at different distances (LODs). Fixed Jordan Air Force (DDA) livery. Improved gear textures (WIP). General: Minor edits in Special Options visual layout. DCS: C-101 Aviojet by AvioDev Fixed wingspan value. It affects the ability to set the aircraft at some start positions on some airdromes. Fixed self-oriented nose wheel yaw animation. Fix in first training mission. Detailed description of step 36 (audio panel setting). HM knob on the Audio Control Panel is now initialized in 'ON' (pulled) position. HOT MIKE (Hot Mic) and CALL functions in Voice Chat have been reworked: When CALL is selected at another seat, it will override INT and HM volumes of the current seat. Master Volume knob will be used for crewmember voice volume control. When PTT is pressed with INT mode selected at another seat, it will override HM volume of the current seat. INT volume knob will be used for crewmember voice volume control. Otherwise when HM is selected at another seat, it will enable HM volume knob for crewmember voice. DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed. LOD issue: MB339 cockpit disappears if you are a certain distance/zoomed out enough Fixed. CTD during mission loading Fixed. Gunsight Depression Settings Fixed. Rear pilot not visible in external view Fixed. IFR hood not visible in external view Fixed. Rear canopy glass not broken after a rear pilot eject Added. Flight Director System Removed. gunsight depression tables from kneeboard (no longer applicable) Updated Flight manual: Fixed. Missing translations Added. Special Option description Added. Flight Director System description Improved suspension behavior Improved coloured smokes (red and green) DCS: JF-17 by Deka Ironwork Simulations Fixed. HSD radar TWS/RWS contact should not show heading without trackfile Fixed. HSD radar contact without IFF identification should appear as yellow square Fixed. A-G radar SPI placement bug when in narrow (30 or 60 deg) FOV Fixed. Remove DST page debug info Fixed. Training 02 subtitles for brake pressure Fixed. Training 03 take-off runway direction Fixed. Training 04 story no longer continues after too-quick landing Updated. HSD can show radar contact without joining datalink We will further update HSD page and its OSB functions later Updated. MFCD DATA-NAV page info Add L5 to toggle baro-alt reference source (QNH/QFE) Baro knob will adjust the value for selected source (QNH or QFE) Baro knob clickable type changed (need rebind for your control device) QNH will be automatically set to match mission brief only if born in air. DCS: F-4E Phantom II by Heatblur Simulations NEW: Added WSO Startup Procedure Training Lesson NEW: Added depression tables for cannon and rockets to the kneeboard NEW: JESTER-AI: Jester Nav Improvements Part 2: Added VIP_SILENT waypoint for ME (like VIP but without distance callouts) Fixed a bug where JESTER would switch flyover waypoints assigned as HOLD (now holding properly) You can now assign any WPT type as a holding waypoint in the ME by typing HOLD in the waypoint name field JESTER will now report the new steering after it's physically in on the Nav Comp (previously he was saying it in the meantime) When applicable, the waypoint name will appear instead of coordinates in the Jester Nav Menu Waypoint coordinates latitide and longitude precision limited to 3 digits after comma (implementation change not to make strings unnecessarily long, no gameplay impact) INS alignment state is now shown in the JESTER Nav menu wheel info NEW: JESTER-AI: Added 20 new set commands for the JESTER-AI: PROXY_Jester_tune_ARC_164_channel = 20015 PROXY_Jester_tune_TACAN_channel = 20016 PROXY_Jester_deviate_to_tgt_zone = 20017 PROXY_Jester_add_wpt_after = 20018 PROXY_Jester_resume_flightplan = 20020 PROXY_Jester_designate_wpt = 20021 PROXY_Jester_set_cap_time = 20022 PROXY_Jester_eject_WSO = 20023 PROXY_last_command_sentinel = 20099 PROXY_Jester_radar_power = 20098 PROXY_Jester_radar_polar = 20097 PROXY_Jester_radar_range = 20096 PROXY_Jester_radar_maneuver = 20095 PROXY_Jester_radar_scan = 20094 PROXY_Jester_radar_aspect = 20093 PROXY_Jester_radar_rcvr_fine = 20092 PROXY_Jester_radar_rcvr_coarse = 20091 PROXY_Jester_radar_track = 20090 PROXY_Jester_radar_display = 20089 PROXY_Jester_radar_man_vc = 20088 PROXY_Jester_radar_pulse = 20087 PROXY_Jester_radar_mode = 20086 PROXY_Jester_dispense = 20085 PROXY_Jester_air_to_air = 20084 PROXY_Jester_video_select = 20083 PROXY_Jester_laser_code = 20082 PROXY_Jester_context_short = 20081 PROXY_Jester_context_long = 20080 PROXY_Jester_context_double = 20079 PROXY_Jester_unlock_tgt = 20078 PROXY_Jester_set_laser_code = 20024 PROXY_Jester_set_wrcs_drag = 20025 PROXY_Jester_set_wrcs_alt_range = 20026 PROXY_Jester_set_wrcs_ew_dist = 20027 PROXY_Jester_set_wrcs_ns_dist = 20028 PROXY_Jester_set_wrcs_advance = 20029 PROXY_Jester_set_wrcs_range = 20030 We will pin an in depth guide on the ED F-4 Forums within the next couple days JESTER-AI: Fixed JESTER asking for alignment type on hotstart JESTER-AI: Fixed JESTER asking for alignment type too often Systems: Fixed an issue with the RWR TGT SEP function Systems: Tuned INS errors Systems: Changed default position of ext-fuel switch, now prefers OUTBOARD over CENTER Systems: Adjusted autostart to incorporate the new alignment types Weapons: Corrected CL Interlock for Gunpod and 1xMk-84 (lit but launch allowed) BRU-5/A with single store allows launch, despite light on (applies to "1xMk-84" and gunpod) Weapons: Fixed SUU-23 Gunpod having 639 instead of 1234 rounds Visual: Adjusted WRCS lamp range Visual: Made WRCS lamps dimmable Visual: Fixed UHF repeater brightness dropping too low Visual: Improved HUD shutter animation Visual: Improved TGT INSERT/FREEZE lamp art Visual: Reverted previous attempt for a better throttle AB detent animation, will be reattempted later Sound: Reverted the J-79 and canopies sound updates due to a severe bug - will be re-added as soon as possible. AI: Mitigating Pave Spike issues by giving the plane a Laser Designator: (this allows the AI to also lase bombs without Pave Spike equipped, but that is better than not being able to lase at all) AI: F-4 AI learned how to use the trigger. Fixes most weapon issues. Remaining: CBU-1/2 "pods" (AI thinks its a normal CBU, not a dispenser) If the AI goes for a DIVE attack it tends to overshoot slightly AI: Fixed incorrect definition of Pave Spike Sensor Missions: Updated several training missions: Lesson 05: Removed 2x external tanks from aircraft (according to lesson plan) Set internal fuel to 80% (according to lesson plan) Lesson 06: Re-armed the 4x AIM-9L to the aircraft, which became missing after a previous DCS Update Missions: Updated Red Flag mission 1, and 2 by Sedlo Missions: Updated Afghanistan IA BFM mission by Sedlo Missions: Updated Afghanistan IA missions by Activity Missions: Updated missions by Reflected Missions: Updated Frog-7 mini campaign mission 1 and 2: Fixed AI issues with takeoff runway and target attack (M1) Removed single unit which required High Digit Sams (M2) Inputs: Added hardware micro-interruption protection for Jester Context Command Inputs: Added direct binds for Jester Context Action (SHORT, HOLD, DOUBLE) Workaround for those who experience issues with the “smart bind” Manual: Updated in game manual Localization: Updated Chinese localization Liveries: IAF Toad Livery updated to use better Camo Colors - Thank you Fish! DCS: F-14 Tomcat by Heatblur Simulations NEW: Added IA Caucasus Speed & Angels Practice mission by Reflected (thank you!) Fixed a potential CTD with JESTER-AI Fixed the STT TWS track extrapolation issue Updated ECM to work with the new ECM API from DCS Removed VR-specific bindings, as requested by ED ALQ-167 is now mounted on BRU-32 adapter Fixed not allowing Mk-82, Mk-83, GBU-12, GBU-16 with TARPS Add CBU-99 to the available weapons arsenal Added support for launching chaff from Expanded Chaff Adapter Uses pilot bomb release button in A/G mode with interval timer Replaced the Hand Drawn TARPS Icon Updated the AN/APQ-167 Textures (removed Airforce Stencils, added Navy Stencil and painted it in Medium Gray) Converted the MAK79 Textures to be “.dds” instead of “.png” Updated “Watching the Devildog” mission Updated IA Caucasus Fear the Bones by Reflected Updated IA NTTR Zone 5 - 1v1 DACT vs F-5 mission by Reflected Updated Chinese Localization (thank you, Alphabet Ghost!) DCS: AJS37 Viggen by Heatblur Simulations Fix for AI dropping BK90s out of parameters Fix for dynamic TacNo showing on liveries that should not have them Update the Manual RC2.1 DCS: Combined Arms by Eagle Dynamics Fixed gearbox Leopard 1A3 (added second reverse gear, gear ratios adjusted). Terrains DCS: South Atlantic Map by RAZBAM New: New custom Helo Pads around main cities and in popular areas (a lot more to come) Added extra low detail grass for improved low level visuals Fixed: Normals not showing correctly in tree'd areas (error from last update) Optimisations across road networks Corrected FLIR on some traffic vehicles Corrected texture mismatch on different road merging junctions Various models Z-fighting fixed Removed model errors from logs South West side fields at Punta Arenas have been adjusted DCS: South Atlantic Assets Pack New: Added L118_Unit Field Artillery Gun Default Green and Desert Livery Available Added Atlantic Conveyor (Known Issue with AI Spawns) San Carlos fortification Updated: All Frigates now have decreased turn radius Frigates now Roll in the turn. Frigates Now use ship smoke particle system Fixed: Seacat returns to home position to reload all missiles simultaneously reload period set to 5 minutes. Frigates Increased Distance of finding Obstacles Larc-V Naming on F10 Map Castle Class Main Gun sound Castle Class SAM RWR Santafe LOD 1 set to 20Km DCS: Kola Map by orbx New: Added ENAN Andoya Airfield Added RU59 Alakourtti Airfield Added new towns and villages around each airfield Added some missing rivers and lakes Added missing islands East of Kallax Airfield Fixed: Vector data cleanup Kemi Tornio: AI updated to prevent planes blocking passage by moving towards each other Smoothed forest borders Artifact clean up under the bridge in Severomorsk DCS: Syria Map by Ugra Media New: New airfields: Ben Gurion, Hatzor, Palmashim, Tel Nof. New models for airport terminals, notably Ben Gurion tower. Added Airbus A300 and An-26 airplanes in the airfield scenes of Deir ez-Zor, Latakia, Marj Ruhayyil, Nejrab, Beirut, Damascus, Tabqa, Ben Gurion. Added destruction models for original objects: Bank of Cyprus, Beirut SkyGate, Limasol KEAN Factory, Paphos Terminal, Sheraton Adana Hotel, Dam Ataturk, Dam Tishrin, Ben Gurion terminal. Improved: Optimized models of small objects. Improved models of Airbus A300 and An-26 airplanes. Improved min textures on the texture of the ground and objects. Improved two military bases with helipads. Improved refinery scene south of Palmashim. Fixed: Fixed bugs in Akrotiri and Paphos airfields Fixed bugs in terrain and vector data. Fixed bugs in common scenes and scenes of military bases. Fixed a bug with the collision of helipads on the roofs of the Bank of Cyprus and Sheraton Adana Hotel. Fixed license plates on cars and inscriptions on buildings. DCS: Normandy Map by Ugra Media New: New airfields: Eastchurch, Headcorn and Hawkinge Added three original sites: Basilica Sacré Coeur, Palace of Versailles and Hampton Court Palace. Added high flags at forts and major cities. Improved: Optimization of models and scenes. Improved the scene of the bridge near the Palace of Westminster. Improved Notre-Dame de Paris model. Fixed: Fixed bugs in airfields with the same call signs. Fixed bugs in terrain, vector data and common scenes. Campaigns DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Added bonus mission "Operation Redeemer," available as Mission 16 in the campaign menu. Added "Operation Redeemer" coop version - fly it with your friends! (UH-1, CH-47, and AH-64 client slots available) - You can find the mission in the campaign folder, subfolder "coop." Moved UN Camp Tyre to a new location due to the Syria map update (applies to all missions). Adjusted "Quest" message format for better appearance with GUI scaling and on lower resolutions. Mission 01. Updated location and trigger zones for Camp Tyre in accordance with the latest map update. Mission 02.Repaired Checkpoint Foxtrot VHF beacon. Mission 03. Updated hospital landing location and trigger zones to reflect the latest Syria map update. Mission 04. Removed debug message. Mission 07. Adjusted cutscene to fit the new layout of Naqoura following the latest Syria map update. Mission 09. Made all weapon loadouts available at the FARP. Mission 13. Adjusted cutscene to fit the new layout of Naqoura after the latest Syria map update. DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Multiple versions of Agile Spear showing in the Campaign menu of DCS World. - Fixed. My bad. Thank you Nineline. Mission 7 - Unable to score 100 points. Scoring fixed. Mission 8 - Unable to complete the entire mission. Fixed. Thanks PheonixFC3. Mission 10 - Pig Flight not starting and following. Fixed. Thank you CptJocco Mission 11 - JTAC not lasing, Pigs not attacking when ordered. Fixed. Thank you ornitus. DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 3 scripting error workaround Frequencies and coalitions updated due to map update DCS: P-47D Wolfpack Campaign by Reflected Simulations Mission 3 added a few safeguard triggers DCS: Spitfire IX The Big Show Campaign by Reflected Simulations Frequencies and coalitions updated due to map update DCS: Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations Frequencies and coalitions updated due to UGRA's map update
    12 points
  3. A couple of cosmetic touches.. (funnel crest) and ships names plaques
    10 points
  4. Not sure if this is the best place for it but I thought I'd share a little video I did with the F1 and Force Feedback implementation here:
    9 points
  5. October Patch PSA Dear all, the latest update for DCS has unintentionally included the work in progress update for the Kiowa Warrior. While I'm sure you're all happy to finally receive some much needed bug fixes and the Echo19 sound update, this update also includes changes that were not finalised or had not finished testing. We're still working out exactly how this happened and what the current state of the Kiowa. Needless to say, we're also considering the next steps once we know more. What we do know/suspect: Echo19's sounds are included, but they are NOT complete or finished The input system overhaul is included, but there will be many non-functional or incorrectly functioning bindings The damage model code is included but not the associated art changes All of the bug fixes in our dev changelog should be included (at least something good comes of this!) We ask you for your patience as we try to determine what has happened and how we can best solve it. Sven, Dan, Joose, Rober, & Kinkku
    8 points
  6. Every mention of the Corsair resets the counter and makes the devs redo the EFM.
    6 points
  7. Been wanting to cover this for a while to clear some things up. I am 47Driver on YouTube, some of you have been watching my videos on the DCS CH-47F, (I really appreciate that), and everybody wants to know about all these weird acronyms that I mention, along with many others. First of all I want to point out something in regards to the flight model. I see a ton of complaints about how unrealistic it is, etc. Yes, the FM is very WIP and that is what it is. Tandem Rotor physics are straight up wizardry. This is far and away the most complex flight model that ED has ever tried to replicate, and I can say that confidently as an actual Pilot of this aircraft and someone who understands a fair bit about aerodynamics. Tandem rotor helicopters are very weird, and what I'm seeing in the flight model so far indicates that the devs have done their research on how these helicopters behave when none of the things that are built in to help you fly are working, which is true in the module's current state. Please keep that in mind as you fly this thing. AFCS: Automated/Advanced Flight Control System. This alone is what makes the Chinook so easy to fly. Put your feet flat on the floor, don't touch the pedals, and fly all day long. Thanks Turn Coordination. She's very smooth, steady, coordinated, and controllable when this system is on. When the AFCS in DCS is fully fleshed out, it's gonna make a huge difference. DAFCS: Digital Advanced Flight Control System. Super cool autopilot(ish) functionality. Basically allows us to capture current Inertial Altitude or Radar Altitude, maintain low speed over the ground via TRC or Translational Rate Command, or capture current position over the ground via P-Hold. P-Hold + Altitude mode = perfect hands off hovering. We also have a full 4 axis autopilot via Flight Director for cruise/instrument flight. DASH: Differential Air Speed Hold. As you increase speed, the DASH, (a long tube in the flight controls with an actuator on each end) will decrease in length. You'll notice eventually when this is modeled that as you increase speed, you'll actually start moving cyclic backwards towards center and the aircraft will keep the speed. Pretty nice and allows us to fly with a more neutral cyclic position. LCT: Longitudinal Cyclic Trim (Actuators). As speed increases, the LCTs will extend, this will increase forward tilt in both the fwd and aft heads. Allows a more level fuselage at cruise and reduces stress on rotor system. You'll be flying at 140kts and the fuselage will be completely level with the horizon. No more staring at the ground 10deg nose low anymore. When you land, the LCTs drive to the GND position, allowing easier ground taxi. When you hover, they drive to the RET position to facilitate a level hover attitude. DCP: Differential Collective Pitch. This is mostly why the Thrust Lever is called the Thrust Lever and not a collective. DCP comes from longitudinal cyclic input. Forward cyclic increases collective pitch on the aft rotor system while decreasing collective pitch on the fwd, and vice versa. So basically, the cyclic is also a collective... Hope this clears some things up and helps you folks understand why the flight model feels so weird right now. With most of these things not being implemented yet, because I'd imagine they're all very hard to simulate, the Chinook is gonna fly a little weird. I'm still having a great time with the module and I'm very excited for more systems depth to be added, so I can continue to share with you guys. Thanks! 47Driver
    5 points
  8. Lol can attest that in force 6 and 12 winds, or what all things being equal would be sea state 5 and 9 respectively the sea looks nothing like that. At 5 its getting rough, extensive foaming crests. At 9 your talking 50 foot waves and more, your not seeing sh*t low down due to the spray/foam visability very limited. Just to indicate how poor the new weather system is, you cannot have force 12 winds in clear skies, its just not happening! Fundemental error and no thought put into the design at all. I would suggest that the dev's speak to someone that has spent some time at sea as the current presentation is laughable.
    5 points
  9. Some great map updates in this patch, looking forward to checking them out, and also plenty of bug fixes. No fix for the Air Boss station VR mouse not showing so it still renders that update useless for VR users, I would have thought that was an easy fix ?? 1 more step to being out of EA, at this rate just another 5 years
    5 points
  10. Dear all, despite this patch being rather small, we would still kindly like to ask you for your feedback. We hope you enjoy these small QoL improvements and the updated manual. Thank you for your continued feedback and support! Your Heatblur Team DCS: AJS37 Viggen by Heatblur Simulations Fix for AI dropping BK90s out of parameters Fix for dynamic TacNo showing on liveries that should not have them Updated the Manual RC2.1
    4 points
  11. Dear all, as always we would like to ask you for your kind feedback for the recent patch. Primarily we want to bring to your attention the meticulously crafted new WSO startup procedure training lesson, which hopefully will entice more of you to pick up the boss's seat. We also added a plethora of set commands for JESTER, following the same example as from the F-14, to allow you to make your scripted missions even more immersive and to provide us with the tools necessary for the upcoming Yom Kippur Campaign. Noteworthy is also the JESTER Navigation Update Part 2. We hope you enjoy these and the other items from the changelog, and as always, thank you for your kind and continued feedback and support. Your Heatblur Team DCS: F-4E Phantom II by Heatblur Simulations NEW: Added WSO Startup Procedure Training Lesson NEW: Added depression tables for cannon and rockets to the kneeboard NEW: JESTER-AI: Jester Nav Improvements Part 2: Added VIP_SILENT waypoint for ME (like VIP but without distance callouts) Fixed a bug where JESTER would switch flyover waypoints assigned as HOLD (now holding properly) You can now assign any WPT type as a holding waypoint in the ME by typing HOLD in the waypoint name field JESTER will now report the new steering after it's physically in on the Nav Comp (previously he was saying it in the meantime) When applicable, the waypoint name will appear instead of coordinates in the Jester Nav Menu Waypoint coordinates latitide and longitude precision limited to 3 digits after comma (implementation change not to make strings unnecessarily long, no gameplay impact) INS alignment state is now shown in the JESTER Nav menu wheel info NEW: JESTER-AI: Added 20 new set commands for the JESTER-AI: PROXY_Jester_tune_ARC_164_channel = 20015 PROXY_Jester_tune_TACAN_channel = 20016 PROXY_Jester_deviate_to_tgt_zone = 20017 PROXY_Jester_add_wpt_after = 20018 PROXY_Jester_resume_flightplan = 20020 PROXY_Jester_designate_wpt = 20021 PROXY_Jester_set_cap_time = 20022 PROXY_Jester_eject_WSO = 20023 PROXY_Jester_radar_power = 20098 PROXY_Jester_radar_polar = 20097 PROXY_Jester_radar_range = 20096 PROXY_Jester_radar_maneuver = 20095 PROXY_Jester_radar_scan = 20094 PROXY_Jester_radar_aspect = 20093 PROXY_Jester_radar_rcvr_fine = 20092 PROXY_Jester_radar_rcvr_coarse = 20091 PROXY_Jester_radar_track = 20090 PROXY_Jester_radar_display = 20089 PROXY_Jester_radar_man_vc = 20088 PROXY_Jester_radar_pulse = 20087 PROXY_Jester_radar_mode = 20086 PROXY_Jester_dispense = 20085 PROXY_Jester_air_to_air = 20084 PROXY_Jester_video_select = 20083 PROXY_Jester_laser_code = 20082 PROXY_Jester_context_short = 20081 PROXY_Jester_context_long = 20080 PROXY_Jester_context_double = 20079 PROXY_Jester_unlock_tgt = 20078 PROXY_Jester_set_laser_code = 20024 PROXY_Jester_set_wrcs_drag = 20025 PROXY_Jester_set_wrcs_alt_range = 20026 PROXY_Jester_set_wrcs_ew_dist = 20027 PROXY_Jester_set_wrcs_ns_dist = 20028 PROXY_Jester_set_wrcs_advance = 20029 PROXY_Jester_set_wrcs_range = 20030 We will pin an in depth guide on the ED F-4 Forums within the next couple days JESTER-AI: Fixed JESTER asking for alignment type on hotstart JESTER-AI: Fixed JESTER asking for alignment type too often Systems: Fixed an issue with the RWR TGT SEP function Systems: Tuned INS errors Systems: Changed default position of ext-fuel switch, now prefers OUTBOARD over CENTER Systems: Adjusted autostart to incorporate the new alignment types Weapons: Corrected CL Interlock for Gunpod and 1xMk-84 (lit but launch allowed) BRU-5/A with single store allows launch, despite light on (applies to "1xMk-84" and gunpod) Weapons: Fixed SUU-23 Gunpod having 639 instead of 1234 rounds Visual: Adjusted WRCS lamp range Visual: Made WRCS lamps dimmable Visual: Fixed UHF repeater brightness dropping too low Visual: Improved HUD shutter animation Visual: Improved TGT INSERT/FREEZE lamp art Visual: Reverted previous attempt for a better throttle AB detent animation, will be reattempted later Sound: Reverted the J-79 and canopies sound updates due to a severe bug - will be re-added as soon as possible. AI: Mitigating Pave Spike issues by giving the plane a Laser Designator: (this allows the AI to also lase bombs without Pave Spike equipped, but that is better than not being able to lase at all) AI: F-4 AI learned how to use the trigger. Fixes most weapon issues. Remaining: CBU-1/2 "pods" (AI thinks its a normal CBU, not a dispenser) If the AI goes for a DIVE attack it tends to overshoot slightly AI: Fixed incorrect definition of Pave Spike Sensor Missions: Updated several training missions: Lesson 05: Removed 2x external tanks from aircraft (according to lesson plan) Set internal fuel to 80% (according to lesson plan) Lesson 06: Re-armed the 4x AIM-9L to the aircraft, which became missing after a previous DCS Update Missions: Updated Red Flag mission 1, and 2 by Sedlo Missions: Updated Afghanistan IA BFM mission by Sedlo Missions: Updated Afghanistan IA missions by Activity Missions: Updated missions by Reflected Missions: Updated Frog-7 mini campaign mission 1 and 2: Fixed AI issues with takeoff runway and target attack (M1) Removed single unit which required High Digit Sams (M2) Inputs: Added hardware micro-interruption protection for Jester Context Command Inputs: Added direct binds for Jester Context Action (SHORT, HOLD, DOUBLE) Workaround for those who experience issues with the “smart bind” Manual: Updated in-game manual Localization: Updated Chinese localization - thank you Alphabet_Ghost! Liveries: IAF Toad Livery updated to use better Camo Colors - thank you Fish!
    4 points
  12. I'll provide some evidence supporting a possible GPLv3 violation. I've examined strings extracted from the Moza executable, which hint at an underlying connection to the open-source VPforce TelemFFB project. Within Moza's code, we see identifiers like vp_dcs and VpAlgorithm that incorporate the "vp" prefix, a clear nod to VPforce, though they don't exactly mirror VPforce’s original identifiers. This suggests that Moza's software may be a derivative work inspired by or partially based on TelemFFB. Given the technical leap from Python to C++, Moza likely used AI-powered tools, potentially GPT-based, to translate parts of the Python-based TelemFFB core code into C++ for their compiled binary. If Moza's code does indeed derive from TelemFFB, GPLv3 would require them to release their own source code under the same open-source license, something they haven't done. This evidence suggests that Moza may have created a derivative product based on TelemFFB without complying with GPLv3, raising concerns about a possible license violation. Next we see hastily 1:1 copied effect adjustment names They even copy pasted damage variables into their export.lua (even the line endings match!) So to summarize (thanks ChatGPT)
    4 points
  13. The only part I've missed, is the one where you stop telling me what I have to think. I read exactly what ED have written. Who are you, asking me such an insulting question? Are you a Mod or something else? Stop hitting always on people finding things not working anymore as before, and stop pointing to documents or Vids NOT explaining at all the changes ED have made. With every new patch, we find more and more things working not like they did before. And we are waiting since 2 Years for a new document which can explain why things have changed, in what way and the most important part, what we have to do to make all the stuff working like it should. Links to outdated documents, outdated Forum Post or Vids not hitting the issues I am looking for, are no fun. Especially if we have to know what part of the document is not outdated. Instead, we are running into trouble after spending an hour or more of flying a mission, because things are not working anymore like before after each new patch. And if we complain, people like you coming in, and I don't know why, telling us to read stuff within outdated documents or looking Vids, not even touching the problem we were running in. So what's up with YOU? Who are YOU that YOU are thinking YOU are allowed telling people they should learn to read and understand? Stop insulting people for getting upset if they spent hours, days, weeks, months to find issues, sort them, compare them and try to figure out is this a new feature or a new bug, because there is no fitting documentation, and their findings are perhaps not right. STOP to make it look like that all the people, the customers, are the problem and not all the bugs, bugs, bugs and the missing adapted documentation of all the new stuff! We have learned for years the wrong way to do things, because ED told us, that's the right way. And now we have to learn it in a completely different way WITHOUT any adapted documentation. We have to guess if this can be a new bug or a new behavior. And we have to figure out on our own how things should work and to let them work in the right way and how to set up the systems the new way, if it's not a bug. And If we become upset, after such a long time without any good documentation of all the new behaviors and new doings, people like you hitting on us? Are you for real? What many of us want is not the "in 2 weeks" excuses without any ETA. We want that ED start to fix the bugs WITHOUT adding new ones and give us the adapted documentation of the new features and the doings to let them work the right way. Only for understanding: With this patch they added a new bug, again, without fixing the old one, again. Not only TMS long right is not storing the TWS to the Mastermodes (AA or NAV), no, now TMS long right is emulating the OSB Button press, switching through the VIS Mode also. A new bug, without any reason, and the old one is still there. It's like this is becoming a tradition for the F16. If ED is still doing "bug fixing" in this strange way, who can believe they can do it later the right way? I've really lost all of my hope on that. The F16 is dead meat right now for me! I don't know what ED and you are thinking, but if you really think I am, a costumer, is the problem and not all the bugs, the missing communication and the missing documentation, then there is something wrong with both of you! All the problems coming from the massive amount of bugs, and how ED treats its customers. I can trust you, it's not me who is adding bugs or doesn't allow ED to deliver adapted documents for all the new features. If you were a costumer, buying a car from me. And I am explaining to you, you can have the unfinished product cheaper, but I have to add all the missing stuff later to the car, and you can help me with the bug fixing, and you are happy with it and buy the cheaper car. Would you are still happy with the following situation? You do all the bug fixing and spend hours of time, unpaid time. After a year, you drive hours into a vacation, and the car strikes. You spend hours to find the issue. You can't find a fix and call me. I am telling you your documentation is outdated, and you run into the issue, because the doings are new, and you have done them the wrong way. The new handbook will be sent to you "soon". 2 Years later you have the same old outdated handbook, but I've added more features to the car, added many new doings and not explained functionalities. Now you run into many problems, because you don't know that there are new steps added to make the car work like before. You become frustrated. So, after those 2 years, you're asking me for the still missing adapted documentation, but I say: "Look at the old one. It makes no sense to spend so much time into a new documentation if I have to change so many things again and again." So you have to live with it, and at the same time I will give you penalties if you are hitting me too often with YOUR "little" problems. Would you be happy with this situation? I don't think so. If I would have a free question about the DCS F16, I would really like to know why is ED not fixing the F16 bugs and why they are putting more and more bugs into the module without any visible reason? It's out of my mind, how one can always hitting the bullseye if it's about adding bugs. To make it short, you try to hit the wrong person. Without any fitting and adapted documentation, I have to guess what's right or wrong, and if my guessing is wrong, it's a problem installed by ED because of the old, not adapted documentation. But lesson learned. I have stopped supporting ED the same way they have stopped supporting me. I think it's not a "Win Win" situation, but the last thing I am able to do. And well-intentioned advice at the end: step down from your high horse. You try to wear clothes which are a way too big for you.
    4 points
  14. I just don't understand why they use a black square for a parachute, a ship, debris from a destroyed aircraft, and an actual aircraft at the same time. Playing last night I had 4 dots in my view in VR, all of them the same size, ALL of them were the items listed above. I couldn't tell what was what visually. It was just horrible. If you can't turn off Improved Spotting Dots in VR, at least try to make them actually MATCH the color of the target.
    4 points
  15. Thank you for all the feedback @47_Driver we have the reported the inverted actions of the LTC AFT and FWD switches.
    4 points
  16. To be honest, that looks pretty good to me. Might actually install that map again now...
    4 points
  17. Yo, bro, you feel me? For Arrow-3, there ain’t no targets but those SCUDs, ya dig? Ain't no other missiles flying, we just gotta wait on it.
    4 points
  18. The way the DCS updater works is that it downloads all the changed files first (caching them), and then copies them across into your DCS folder. It's done this way to ensure that if you cancel your download half way, it hasn't broken your DCS installation. The downside to this is, if you have a 200GB DCS install, and there's 150GB of files that have been updated, the end result is that your DCS install might still be 200GB after the update, but DCS will occupy 350GB of HDD space during the update until the update is finished. The quickest/easiest way to overcome this is to uninstall a couple of maps (preferably the maps that have been updated). This reduces the size of your install, and also the size of the download. Then when you reinstall the map(s) you uninstalled, they're not on the HDD, so they can download and copy across. Uses more bandwidth, but gets around low space issues. There are also ways where you could move these files to another storage and use dcs_local_source.txt and copy DCS somewhere else before uninstalling the modules (network location, portable HDD, etc) to maintain a local cache of the files that aren't needed to be changed to reduce bandwidth. (Search for dcs_local_source.txt for more information on this). But honestly - depending on your internet connection - the easier option may be to uninstall a map or 2, update DCS, then re-install the maps and go to bed and let the downloads happen overnight. Not sure about using the launcher, but I believe using the command prompt you just need to go to the DCS BIN directory and type in: DCS_updater.exe update 2.9.8.1214.1
    4 points
  19. It seems to me that this problem is the result of two major issues. The first one is fairly obvious and has been the subject of much talk in the past. The Proximity Fuze. It is my understanding that the current proxy fuze trigger radius of the 120's warhead in game is set to around 9m. However, according to sources linked in the discussion provided here, the kill radius is in the neighborhood of 15m. So if this is correct, why on earth would the trigger radius be set less than the kill radius? As one can see in the track I provided, had the warhead from the first missile detonated at its closet point to me (approximately 43ft or 13.1m according to Tacview) , undoubtedly I would have suffered serious damage and quite possibly lost the airframe. The second major issue contributing to this problem is one I have rarely seen brought up and impacts many other areas of gameplay besides this. That is issue of the lack of overstressing consequences for many aircraft in game. As one can see in the track, in order to evade the incoming AMRAAM, I had to execute a high G barrel roll in my F-16 pulling a whopping 10.8 g's at one point. My question is, why is my airframe the same as it was before? Would I have not at least bent it to the point where it does not handle the same anymore if not wrecked it completely? Keep in mind this maneuver is more than just a simple high G turn. Now granted, I have not done a full blown stress-strain analysis on what these types of loads would do, but my gut is telling me that the vertical stabilizer(s) would be itching to outright separate from aircraft during such a maneuver. As @Маэстро mentioned above, yes, a high G barrel roll is one of the worst types of maneuvers to for a missile to intercept, but is it also not one of the worst maneuvers for an airframe to endure? Also keep in mind I had no payload while executing this maneuver. In game when people do this, it is almost always done while carrying a payload (sometimes a massive one). How is it that they just get to keep flying the same as before as if nothing had happened after executing this? At the very least, I would suspect that such maneuvers would cause payloads to simply rip off the airframe, possible damaging the airframe itself during the separation process. This is however an issue worthy of a separate post but is certainly relevant to the problem we are dealing with here. In regards to the AMRAAMs Kalman filter and guidance control algorithm(s) as modeled by ED, I would be very interested to dive deep into the mathematics of that to see if there is a more optimal intercept solution than to what we currently have in game now. However, I highly doubt I will be given that privilege. AOA_Roll.trk
    4 points
  20. October Patch PSA Dear all, the latest update for DCS has unintentionally included the work in progress update for the Kiowa Warrior. While I'm sure you're all happy to finally receive some much needed bug fixes and the Echo19 sound update, this update also includes changes that were not finalised or had not finished testing. We're still working out exactly how this happened and what the current state of the Kiowa. Needless to say, we're also considering the next steps once we know more. What we do know/suspect: Echo19's sounds are included, but they are NOT complete or finished The input system overhaul is included, but there will be many non-functional or incorrectly functioning bindings The damage model code is included but not the associated art changes All of the bug fixes in our dev changelog should be included (at least something good comes of this!) We ask you for your patience as we try to determine what has happened and how we can best solve it. Sven, Dan, Joose, Rober, & Kinkku
    4 points
  21. Dear all, I saw that the pylon is missing for the Pave Spike and the ECM pod. See pictures attached. Best regards Scrat
    3 points
  22. Oilfield is my favorite campaign. What about a new semi-civilian campaign where we supply outposts, transport personell and all that good stuff, but with the Chinook instead of the Mi-8?
    3 points
  23. AIM-152C just passed separation tests! The model and texture still needs some work, but it's off to a reasonably good start.
    3 points
  24. I'm also hoping for this. On another map though... Sent from my SM-A536B using Tapatalk
    3 points
  25. This is a bit worrisome. I know people come and go but Taz has done many great works for the community.
    3 points
  26. It is automatic if you have the DAFCS on, it should be set to both by default. However, you can manually change the LCT positions, but they should be set to auto for 99.99% of flight operations. The biggest difference you will notice, is that when pitching forward to increase airspeed, the fuselage will level and not want to tuck the nose towards the ground like it did before the LCT was in the FM.
    3 points
  27. I like it. I took a drive around in VR in a Bradley (I know not the most commonly done thing in a flight simulator!), it felt very immersive and looked great.
    3 points
  28. please ensure you don't have labels on also when testing the spotting dots, some people are confusing the label dots with improved spotting dots.
    3 points
  29. Do exactly as I wrote in these posts. Really, all you need to do is read with understanding.
    3 points
  30. Totally agree with that...
    3 points
  31. Where's the wake in the first picture? I really, really, really hope this can be made accurate soon! Sent from my SM-A536B using Tapatalk
    3 points
  32. I tested it and I can say that it is better, the direction is good. The dot in VR is definitely a bit smaller and looks better. But opposite side: - the distance is still too big, the opponent (fighter vs fighter) can be seen from 27 nm in cloudless weather (it's a bit better with clouds and the distance is shorter, generally, a fighter like the MiG-29 should appear in cloudless weather against the sky only at a maximum of 12 nm, otherwise we wouldn't really need a radar), - at the maximum distance the dot should be barely visible, grey/transparent (12 nm) and the closer it gets it should get darker (from 8 nm for example), I think something like that is implemented but as the sentence above, it is too big a distance, I also think it would be nice if the dot grew larger from very small to larger the closer we get, - dot in VR is still too big (Meta Quest), it's smaller than last time but I would reduce it by half or 1/3 and then it would be perfect. - remove dots on ground units, or at least reduce them. Sometimes from a distance you can see one tank like a building (although it's much better now than it was recently, so just a little tweak here).
    3 points
  33. Can't say I'm 100% happy with it, but it certainly added character and made the map look less barren & generic. Although there's plenty of room for improvement, especially in colour matching and lighting.
    3 points
  34. Thank you for all the updates. Is there a chance for the altimeter lever being stuck in reset or standby positions getting fixed soon? I know it's a small thing but quite visible and hopefully also not that hard to fix...
    3 points
  35. I remember doing a lot of Rechlin test centre research on wartime German aerial gun test documentation a long time ago when I was modding for SAS-Mod IL2:1946 and there are a lot of interesting points implemented in the various historical mod updates of the base game from the site, which is basically many of the same coders behind the Great Battles series that were recruited from there. Our sources included people like, in my case Dietmar Herman the published Ta152 specialist historian for my Ta152C0 and C3 mod addition flight modelling, so the historical documentation is pretty extensive. It's been a few years out of the mix for me, but obviously I would suggest chasing down modders like Kurfurst at Special Aircraft Service - Index for a ton of historical data and references of actual gun effects for Luftwaffe armaments, the MK108 is a very specialised weapon and Luftwaffe armaments in general highly advanced for their time, being electrically fired guns specialised at the design stage for fighter armaments, unlike any early guns and derivatives which are almost to a fault either artillery or naval light antimaterial designs and have feed jam and temperature/pressure/acceleration-forces related issues when mounted in aircraft doing BFM, common problems to Hispano, Oerlikon/MGFF, ShVAK, all the main guns. The MG151 was, afaik the first specifically aerial mounted gun design from the drawing board implemented in aircraft armaments, an electrically fired 15mm which was rated by consistent Rechlin tests as equivalent in a single engine vee mounting as a pair of 20mm MG-FF firing standard HE ammunition mounted in the wings for destructive force laid onto a target with accuracy and reliability considerations, so as a net result. The specific reason for the 15mm form was this combined with a 900 metre vertical tooling effective aerial range for convergence with dissimilar calibres, where for example the MK108 is such a heavy, low velocity round vertical convergence only occurs in a parabola at 150 metres upwards and 350 metres downwards with the MG131 and everywhere else the rounds fall nowhere near the gun sight indication (described by Luftwaffe pilots as a grenade launcher rather than a kanone). One of the very clear matters about the MK108 mine rounds is the low velocity tripled the already strong effect of large explosive filler by allowing fuses to explode the round just within the aluminium skin penetration whereas one of the issues with other cannon by comparison was the flat trajectory and good range also meant fusing couldn't explode the round often before it was all the way through a vital area and exiting an airframe despite accurate hits (unless you hit the engine block), so many more hits were required to bring them down. Over penetration was a big issue, particularly in fighter size craft when it comes to explosive shells, which is another reasoning behind America favouring the fifty cal. There are countless photographs of landed Hurricanes struck by several MG-FF/M 2cm mine shells, very powerful rounds during the Battle of Britain which basically had neat holes punched through the doped fabric rear section airframe that had little or no effect on its flying qualities because the explosive filler never fused until it was out the other side and did no extra damage. This absolutely did not happen with a MK108 round as it travelled nice and slow. From combined records and public interviews with surviving German Aces the MK108 would reliably down any fighter sized aircraft with no more than 1-2 good hits anywhere upon the airframe, simply either destroying vital components within or knocking large sections right off it, like a whole tailplane or wing. By all accounts 3-5 solid hits in any vital area would bring down any bomber, by comparison the same location could take a dozen or more MG151/20 hits in multiple vital locations to bring down a heavy bomber, which is far more strafing. Of course, the trouble here is getting the MK108 gun close enough for accuracy, which means either 150 or 350 metres in narrow windows of vertical convergence where the MG151 could be shooting from 700m easily with good vertical convergence and increased closing accuracy all the way. That was much safer for the pilot. The intended main gun for dedicated destroyer aircraft or heavy fighters and bomber interception was actually the MK103 electrically fired high velocity 3cm, with similar ballistics to guns like the GAU and DEFA, but they couldn't absorb the recoil in lightweight fighter engine/firewall mounts or outboard wing mounts without airframe damage and handling instability, and the charge size is too big to burn reliably enough for synchronisation through the propeller hub in a centreline wingroot or fuselage framing mount, the cutoff point for synchronisation is a typical 20mm cartridge which is how Germans define machineguns and cannons, MG can synchronise and MK cannot so must fire through the propeller hub or outside the blade arc. The MK103 has a reliable, flat trajectory and effective aerial range of over 1200yds and vertical convergence with MG151 of some 80 to 900 metres all the way so obviously there's your reasons there. But the MK108 was always a terrific close quarters grenade launcher with characteristics to take down any type of aircraft very easily. It definitely seems less what I expected for an historical accuracy in DCS compared to the results of much research trying to get it right in SAS Mod IL2:1946 as I recall, both in visual effect and technical characteristics, fwiw.
    3 points
  36. This is only an issue for the AFT LCT Manual EXT/RET switch. Holding the switch to the RET position Extends the LCT, and holding it to the EXT position retracts the LCT. This is obviously opposite of how the switch functions IRL, and the FWD is modeled correctly. Can submit a track file if needed, but very easy to duplicate.
    3 points
  37. Someone turn the cockpit lights on !
    3 points
  38. That’s because the Su has magic computers that keep you from ripping the wings off, while the Tomcat uses the Pilot’s skill to not rip the wings off. A significantly newer aircraft will in fact be better, that’s how arms races work.
    3 points
  39. This is not a good reply. You've implemented some kind of drift that makes all preplanned JDAMs miss (among other issues reported here), but the feature to correct it is somewhere in the near future (we all know what that means), and you don't consider it a bug? The fact is JDAMs in preplanned are useless in the F-16 right now. I would think that if you want to implement INS drift and Kalman filter logic (which is great!), you would also implement related systems (IDM self-correction) at the same time. How can you implement drift only but not a way to fix it? Again, JDAMs in preplanned are useless right now, which is kind of a big issue. It breaks paid campaigns among other things, and the campaign devs have no way of doing anything about it.
    3 points
  40. I'm not combatitive, I'm pointing out that you never read my posts in this thread nor checked the multitude of tracks I posted, while repeating stuff I've already said days ago and telling me to post tracks, which I already have. I'm not combative, I'm frustrated. The thread was derailed by irrelevant talk about JDAMs, then merged with that JDAM issue to further confuse the topic, I've been spending HOURS doing the beta tester's job and supplying tracks which no one bloody checks all to be ignored and invalidated. You have it backwards. Everyone here wants to accuse the user instead of teaching or investigating potential problems, as evidenced by the fact I have gotten zero feedback on any of the multiple track files I've posted.
    3 points
  41. Thank you for the new undercarriage textures as well: that was something that annoyed me since launch
    3 points
  42. A great big update, even if it seems to be a bit confusing for Polychop's OH-58. The new sounds are ‘partly’ integrated even though the job isn't finished... even Polychop seems to be surprised by this. Some key commands no longer work properly... In short, we're making progress, but it's still a shame that there are some rather unpleasant surprises. We still have doubts about running the update with the risk of new problems. Let's stay positive, we're getting better with every update, so thank you for all your hard work!
    3 points
  43. However, after 2 hours of flying - yes, the sounds are very nice, in my opinion they should be 15-20% louder, but overall it is a very nice change. Currently, Kiowa also needs to be flown more carefully, a few bullets and my engine was completely destroyed. I had to land on autorotation. DM appeared and now you need to be more careful because you can quickly get surprised. There was also some drift after hovering, cool option, thanks!
    3 points
  44. Looks like User Files isn't syncing for some reason. I tried updating it again but it still isn't showing the update. For now you can go here and click the DOWNLOAD button: https://www.digitalcombatsimulator.com/en/files/filter/user-is-bandit648/apply/ Don't click on the Details page, it will take you to version 11.
    3 points
  45. ED - thank you for the last 2 patches. The amount of "Fixed" showing up in these 2 patches has definitely not been unnoticed, and is a real encouragement to many of us. Please keep the 'fixes' coming.
    3 points
  46. @Kinkkujuustovoileipä So far so good nothing catastrophic, some keybinds need to be remaped and the only issue if this helps is the keybinds for Radio Control Channel UP DOWN, for me only UP works ( if you click on the collective everything works ), and Radio Channel Control LEFT - Keyboard, doesnt work when mapped, (again clicking on the collective works) SOUNDS ARE AWESOME ¡¡¡
    3 points
  47. When are some of the most requested features like the 3D model overhaul, radar overhaul and the early A coming? It has been a long time, it has been 5 years already since the Tomcat’s Release and still no sign of the Early A Tomcat
    3 points
  48. @roobarbjapan and @R. Winters and @Reccelow I think we are working on something for you: Once we find the time, it will get an EFM and will be carrier capable. We would like to make the K-3 Tanker as well, but our tankers...well...they do not deliver any fuel. If you found the solution to that problem, we could finally make our KC-10 work as well, which would be great Cheers, PeeJott (from the VSN-Team).
    3 points
  49. Yak-52 changes! No toggle fixes, but hopes are getting higher.
    3 points
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