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Showing content with the highest reputation on 11/01/24 in Posts
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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)14 points
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01 November 2024 Dear Fighter Pilots, Partners and Friends, The latest DCS update contains important adjustments and enhancements to the DCS Core Game that are primarily based on your feedback. In addition to improvements to AI and VR spotting dot sizes, there has been some useful work to certain weapons and the Mission Editor. Several modules have also received valuable changes, particularly the F-16C, F/A-18C, AH-64D, and CH-47F. The memory leak fix related to ship water trails has also been implemented. With our Afghan terrain team working full power on the Eastern region, this week's development report also highlights certain improvements being made to the Southwest Afghanistan region, notably to the airfields, general landscape detail, as well as more precise and varied normal maps that will result in higher quality terrain textures, especially at low to medium altitudes. Please read the details below. The wonderful new F-16C Dragon’s Fury campaign by SorelRo is available in the latest DCS Update. Also available is the cracking AH-64D Outpost Campaign by StoneSky. To enjoy these great new campaigns, please don’t forget to update to the latest DCS version. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS Update Development Progress DCS Core In the latest update, weapon systems received valuable optimizations including to the AIM-120 guidance system. Further enhancements focus on a long list of AI improvements, air defence unit effectiveness, as well as various needed bug fixes. We sincerely extend our gratitude to the Closed Beta Test members and the community for their valuable contributions. Other improvements include an Arleigh Burke class weapon selection panel and a general air defence unit update that avoids unrealistic identification and engagement without clear line of sight to target. DCS: F-16C Viper The F-16C Viper now features independent MFD brightness controls, saved master modes for Missile Override, and fixes for TMS/FCR functionality and CCIP steering. Automatic steerpoint sequencing now functions correctly, and the 152nd livery typo is corrected. Several radar improvements are also included. Work progresses on the Sniper ATP, Flight Model, and FLCS tuning. DCS: F/A-18C The F/A-18C receives the ability to dual-rack carriage of GBU-32s and various fixes for radar and navigation functions. Radar tuning and Multi-Sensor Integration (MSI) enhancements are ongoing, aiming to elevate its combat performance and versatility. DCS: AH-64D Air Targeting Mode of the Fire Control Radar was introduced, along with updates to mission and fuel functionality. Avionics and targeting bugs continue to be tuned, and we continue to improve stability and yaw control. DCS: CH-47F Updates include automatic turn coordination, Longitudinal Cyclic Trim (LCT), and initial Differential Air Speed Hold (DASH). These all greatly enhance stability and control. Significant improvements to radios and cockpit functionalities, along with AFCS tuning, are underway. DCS: WWII Asset Pack & Other Aircraft Modules New animations for WWII soldiers, damage model fixes, and aircraft adjustments across modules enhance immersion and realism. Notable updates include fixed brakes and visuals on aircraft such as the Fw 190 and Bf 109, and improved Yak-52 lighting for night flights. DCS: Supercarrier Airboss view fixes and logic for AoA repeater lights, with new deck crew animations approaching launch. Afghanistan Development Report Work continues on both the Afghanistan Southwest region and the entire Afghanistan map. The ground mesh resolution across Afghanistan has been improved along with optimisation and bug fixes across the Southwest. The road network has been enhanced, especially the mountain roads. Additionally, ground geometry artefacts have been corrected. Object model inaccuracies have been fixed and unique airfield objects have been added to diversify the scenery. We are also pleased to inform you that the Normal Map textures across the entire Afghanistan map have been refined for improved low-altitude visuals. Our team is mainly focused on finalising the East region of the Afghanistan map. Work on the airfields of Bagram, Bamiyan, Gardez, Ghazni, Jalalabad, Kabul, Khost, Sharana, and Urgun is going well and the final stages of creating unique scenes for these airfields and their operational logic within the DCS Core is underway. We have achieved significant progress on new roads, rivers, and lakes, as well as unique object models for the capital city of Kabul. We look forward to your feedback. F-16C Dragon’s Fury Campaign by SorelRo In this 15 missions campaign you will fly the DCS: F-16 Viper as part of the 23rd Fighter Squadron at Andersen AFB in Guam. You will take part in an escalating conflict between US forces and Chinese PLN and PLA forces that are attacking the Mariana Islands under the pretext of helping the Chamorro Nation gain independence. The campaign is designed around large strike packages, and you’ll fly alongside F-15Cs, F-15Es, F/A-18Cs, B-52Hs, E-3As, and KC-135 while trying to repel Chinese forces. Key Features: 15 story-driven missions Over 4000 voiceovers Large variety of missions: CAP, SEAD/DEAD, CAS, and Precision Strikes Detailed briefings, kneeboard files, and supporting documentation for each mission We hope you enjoy the new DCS: F-16C Dragon’s Fury and AH-64D Outpost campaigns. Thank you again for your passion and support, Yours sincerely,11 points
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This has been known about/speculated about for a good bit, but I have a decent track replay showcasing the problem. F-5 ownership required. The first track is with the ground units included, the second track is a copy of the first track but the ground assets have been removed. You can clearly see right from the beginning of the track that the ground units are causing the spotting dots to not properly render. Once the planes move away from the ground assets, they start to pop in. Later in the track you can see large formations of spotting dots completely disappear and re=appear as I move my head around. In the second track, dots are visible at all times. No dissappearing dots. It's unclear whether it's just the amount of ground units, the type of ground units, or the proximity of ground units to the air units that is causing the issue. As the spotting dots will phase in/out depending on viewing angle and distances here. dots start invis.trk dots start invis - ground units removed.trk initially invisible final.miz8 points
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HMS Gloucester in rough seas. Points to note, HMS Gloucester's funnel badge was an actual shield shape, but the 3 other ships in this class had a round funnel badge, also HMS Edinburgh had hers mounted on the funnel, and not on the gantries like her sister ships, but for simplicity all are the same shape and location.... I'm away to Thailand on vacation next week, so looking at pushing this out when I return, she's definately going to be released in 2024.7 points
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A recent OH-6A 1st Person view video. Start at 8:40 for actual flying. I noted his feet and the pedal inputs. The transition from more left pedal during takeoff and moving to forward flight, to right pedal. Than reversing back as he slowed down and landed. Good reference.7 points
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maybe you could explain what the relevance is of "code based libraries based on the embargoed IP from the patents that just expired" to the issue that Walmis brought up? Walmis is not asserting a patent was infringed on, he's stating he owns the copyright to the source code and has chosen to release that source code under GPL (not making it "proprietary", that was your word not his). GPL requires that the source code for all derivative works must also be released into the public domain. Walmis asserts that there is evidence that the source code was copied , and that the derivative work by Moza was not placed in the public domain as required. He didn't threaten legal action, although it would be within his legal to right to do so under copyright law since he is the copyright holder, and since gpl is a license not a contract - which is an important distinction in many countries where IP is concerned. This brings us to the question - is copyright law in once country enforceable in another country? Maybe, but there's a lot to unpack there, and its beyond the scope of this conversation. Looks like to me that Walmis has chosen just to call them out with the hopes that either 1) Moza will release their source code into the public domain so that we may all benefit (the original intent of GPL), or 2) that people think twice before purchasing Moza FFB hardware given the likelihood that they infringed on his license. I tried my best to give a thoughtful response to your 3 posts, so that you might have a better understanding of the issue. Hopefully, that has happened:)6 points
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HMS York in bad weather... think I'm almost done with this Destroyer, messed around with the SeaDarts, if I use the default, they hit nothing and detonate 3-5NM from the ship. Using Beldin's code which is basically the SMR2 with the seadart model, it's deadly.. Now......it's a big mod due to textures (1.5GB) so the ED file location isn't going to cut it, so will need to find a decent file hosting site, that's not going to cause any issues. There was only 4 batch 42's for the Royal Navy, all represented here. HMS Edinburgh HMS York HMS Manchester HMS Gloucester6 points
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@trev5150 Maybe you could help us all understand your position by articulating your argument in more intelligent terms that are relevant to the discussion, rather than just in rant form? I'll make it easier for you, in fact, I'll even help make your point more clear so that others can better understand your position. Which assumption(s) below are you challenging? TelemFFB is Software by Walmis which is protected under the GPL license Moza created a derivative work from Walmis' software Moza must credit the original work and release source code for their derived work under the terms of GPL License5 points
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5 points
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I've been following this thread with quite some interest for a while now as I'm very curious about the current INS behaviour and accuracy. Unfortunately I feel like the thread is steering off topic by a lot now, as the original question by @Nealius was targeted at the accuracy and behaviour of the F-16s INS and its interaction with GPS, not about JDAM accuracy, so I don't really understand why there is all this talk and tests on JDAM accuracy now. As @Lord Vader has pointed out several times in this thread, JDAM guidance doesn't work properly as of now (at least if used with INS provided STPs) and is very much WIP atm. tldr: JDAM accuracy is a different issue than the accuracy of the F-16s INS. I would very much like to see this thread to go back to address the original question if the F-16s INS is actually doing what it's supposed to do and if GPS and manual fixes update it properly, so that it is possible to deliver unguided munitions precisely as described in the original post by @Nealius: @Nealius I would also appreciate it if you could use the Caucasus map to demonstrate the issues that you're seeing, not just because not everyone has the Kola map available, but also because the map itself might introduce issues (Kola has a very broad range of varying magnetic declination, which might play a role here). So it would be good to know if you experience the same issues using the Caucasus map.5 points
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This genre benefits from innovators and start ups. Without them we wouldnt have high end rudder pedals, collectives or a new generation of FFB at all. Each to their own in the choices they make but I'll be staying well clear of a company for whom even the simplest, least arduous and mutually benefical terms of an open source licence are simply things to be plagiarised and be rolled over without concern.5 points
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Every mention of the Corsair resets the counter and makes the devs redo the EFM.5 points
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I can't say for certain but I am fairly convinced that this bug has been present since day 1 of the improved spotting dot implementation, as I would have periods where dots would phase in and out as I turned my head on ECW which is very ground-unit heavy. This rather complicates pretty much all feedback that ED have been receiving re: spotting dots, especially in VR. As many users have been trying to point out that they're not getting massively oversized dots when they play, whereas others insist they have been. It looks like both groups were probably correct, depending on the mission you're playing some users could have been getting comically oversized dots while other users with the exact same hardware and on the same settings were borderline blind because they were playing ground-unit heavy missions.4 points
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4 points
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Thread on it here now, with some helpful screenshots to illustrate how dramatic an impact it has.4 points
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Compare and contrast, a short track with and without ground units. Need to own the F-5. Ground units will make dots disappear atm. dots start invis.trk dots start invis - ground units removed.trk4 points
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Something is happening for the original map of DCS: Afghanistan but I'm not talking about it yet. More Information Soon™ .4 points
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I noticed this as well. Even with fuel set as low as possible. I tried flying it with the soldiers and a rocket pod. In the words of some guy on the Hill "DONT". LMFAO!!!!! Have not seen Weird Al in ages. Who cant wait!4 points
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Great news for DCS Supercarrier (little bit hidden in yesterdays changelog):4 points
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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 11.4 points
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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 update4 points
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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!3 points
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Missions are old, they will be fixed soon. Inviato dal mio SM-F731B utilizzando Tapatalk3 points
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Well, I tried. A Mark Twain quote comes to mind here, but I wont bother... From the license itself.... 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) So why is Moza prohibited from publishing the source code?3 points
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Any word on if iranian fields will be added, they are in the "high detail" area but don't see anything listed. Major mistake if not.3 points
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If they took the code and translated it into a different programming language, then this is no more legal than if I translate Harry Potter to a different language and sell it as my own. That's obviously not legal. By default, copyright law doesn't grant permission to distribute someone else's code (or derivations of such), but the GPL gives permission, as long as you follow the rules. Moza didn't follow the rules, so then they don't have permission to distribute. Easy as. The only real question I see is whether the evidence presented so far is sufficient in a court of law, but copying variable names that refer to VPForce seems like it has a good chance of being regarded slam-dunk evidence. And it's likely that with a little digging, far more evidence can be found. Anyway, this is a big legal risk to Moza and buyers of the base, since at any point, Walmis can sue and force Moza to stop providing their software, as well as ask for a substantial claim. And the courts are unlikely to see this as an accident, and willful copyright infringement can result in a $150k claim in the US alone. And Walmis can sue in the EU and other places as well. Even if Walmis doesn't want to run the risk or put in the effort, any other FFB competitor can at any point take on all the risk & effort of a court case, if they team up with Walmis to run Moza out of town with tar and feathers. PS. All of this has been known for a long time, and there is already an established method to copy the functionality of existing code, without running the risk of getting sued.3 points
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You don’t get it. A (comparatively) big chinese company takes advantage of code that was created by enthusiasts without credit and without making their own code public as they are supposed to. It‘s not about starting a pissing contest or a legal battle, it is about calling them out for it. And by the way, that has nothing to do with patents.3 points
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3 points
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I agree that we need a Germany map. I think a Battle of Berlin map would be an excellent choice personally as I was thinking of what map would work with our late war aircraft and the upcoming La-7 and the eventual Me-262. We would be able to have both Western and Eastern fronts on the same map provided it is made large enough.3 points
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3 points
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Real pylotes don't sit in front of a monitor to fly.3 points
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All HB aircraft got an update last patch, the changelogs didn't make it in to the changelog posted to the ED site, but were posted on the forums later on.3 points
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Outstanding, just waiting to face that beast! Please We need an S300 PMU, I know there is the HDGT mod but seems to be abandoned and not works really well...3 points
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Thanks for the suggestions! It's definitely doable with the already existing filters, just gonna need to run the script a couple of times. I'll try it out when I wake up.3 points
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Zooming is Cheating. I only fly in VR and never use the zoom function. Real pilots can't zoom with their Eyes either.3 points
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Ich kann ihn gut nachvollziehen, es muss nicht alles Sinn für jeden ergeben. Viele verschiedene Ansichten ermöglichen einen breiten Horizont. Und Horizont ist doch für uns Möchtegern Flieger Geil oder .3 points
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In line with the change log entry about the engine sounds being reverted- I noticed in the above video that as the F-104 slows to subsonic (approximately 30 seconds in), the J-79 howl/engine noise fades back into the cockpit. Which makes sense, seeing as the engine’s behind the pilot and thus you’d be outrunning the engine’s noise. Given the F-4Es similar engine placement- as in far behind the pilot/WSO/RIO seats - shouldn’t the J-79 engine sound fade down above the Mach also for the Phantom II? Figured since the sounds were being reviewed anyway I’d point this out. OFC, if the SMEs say it never did this in real life please disregard.3 points
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3 points
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@zbysiek Hello, Please disregard the following wall of text, if it's too much work, too complex to accomplish from a batch conversion. They're just suggestions. If it's already being taken into account, pardon me because I'm not up to speed (I didn't read all the pages in this thread, sorry all!). I wonder if you can separate sizes and formats depending on the type of texture and aplication? Core and Modules? And for Modules, if you can separate packages for such batch process, "external textures" from "cockpit textures" ? For example, this is what I've manually done (took weeks then!) for myself a few years back (for older DCS 2.5.6, not latest DCS versions). I found outstanding results for smoother performance, with minimal (pratically unnoticeable) graphical difference: CORE textures (weapons, tanks, ships, vehicles, non flyable aircraft, etc, etc - i.e, every other texture not belonging to Maps or Modules) Diffuse maps (the main textures) ---- resized to 75% of original (4096 pixels become 3072; 2048 pixels become 1536, etc). Bump maps and Specular maps ---- resized to 50% of original (4096 pixels become 2048; 2048 pixels become 1024, etc) MODULE textures - External textures Diffuse maps (the main textures) ---- resized to 75% of original (4096 pixels become 3072; 2048 pixels become 1536, etc). Bump maps and Specular maps ---- resized to 75% of original (4096 pixels become 3072; 2048 pixels become 1536, etc). - Cockpit textures Diffuse maps (the main textures) ---- size remains as they are originally (I think some could be resized but, as they're so close to POV, pixelization becomes evident, so best avoid) Instruments / Gauges ---- resized to 75% of original (4096 pixels becomes 3072; 2048 pixels become 1536, etc). Bump maps and Specular maps ---- resized to 75% of original (4096 pixels becomes 3072; 2048 pixels become 1536, etc). All the .DDS textures converted to 8-bit whenever possible, whatever the case (i.e, no use of 32-bit textures as far as possible). Even better, if there is any .DDS texture for the above that has no transparency alpha, then converted to DXT1 (and not DXT5). - - - - Please don't bother with the Maps (the terrains), it's not really worth it. The problem is not so crucial with these because all Maps have their own "LOW" textures. Core and Modules don't have these (they use single set of textures), so are the most problematic. That said, there is a simple trick that works well for slightly smoother rendering, which is to use the corresponding "LOW" (.min) trees in place of the "HIGH" ones in a Map. There are then improvements without any prejudice for graphics, for those that wish to keep Terrain Textures set at "HIGH" (terrain remains the same, difference for trees is very minimal). Benefit impact in VRAM might be small, but smoothness is noticed, especially in forested areas where tree textures are being triggered/rendered by the dozens. Or at least I woldn't bother much with Maps (terrain), unless it's an 8K texture that is found - then maybe it should be 4K. Lastly, and still about Maps, if you're going ahead and doing it anyway... You may have already noticed that all the Maps use some sort of a system in which, if you resize a texture differently (or use different format) and repackage it again inside the respective .ZIP where it belongs, it may produce a rendering error once in the game - parts in the terrain to which that .ZIP package content corresponds become fully black. Meaning, for the Maps, pay attention to the .ZIP packages where all textures inside have same size and format. For these, you either resize ALL the textures exactly same format and size inside their corresponding .ZIP package, or otherwise problems will be ahead once in the game. PS: sorry all for the wall of text!3 points
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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:3 points
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So say we all. Let's hope we won't have to celebrate the 10th anniversary of this thread.3 points
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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.3 points
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I'm sending out 30 FREE downloads of an eBook i published a few years ago https://combat360.online/product/vlamgat-the-story-of-the-mirage-f1-in-the-south-african-air-force/ Vlamgat – The Story of the Mirage F1 in the South African Air Force The Story of the Mirage F1 in the SAAF Author: Dick Lord The original Vlamgat book has all but been sold out and the publisher no longer longer exists. As there was still a strong demand for the book, the author got together with Combat360 Productions and decided to release an update as an electronic ebook. Please take a few minutes to listen to the audio clip by the author Add it to your cart and enter voucher number maddog_vlamgat2024_free on checkout to get if for free Greg ... ja dit is ek - (greg@thebuzz.co.za) +277960594652 points
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Thank you have a good time she looks just "BLOODY GOOD SHOW"..... I think that's how they would phrase it2 points
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I am a lazy man, so I can't promise that I will spend too much further time on narrowing it down. I might tho lol. What others have discovered is that 100 may or may not be a magic number. Someone previously ran some tests and found that having anything over 100 ground units started to cull the air dots. I think there is another layer of complication relating to the actual proximity of the air dots to the ground dots, I may get around to doing some testing there as well. But there may be a universal 100 dot cap complicating things.2 points
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I'm just wondering if ED is serious. They need to update like in 2.9.5 and fix this Bug. Seriously, who wants to see Black Squares in the Air and Ground? No Bug fix = No more Money from me. No Iraq No Kola No Eurofighter No Tornado No Bo-1052 points
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This BTW doesn't work for AI aircraft, but only for player (and client) aircraft.2 points
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Yeah would be great to fly this great campaign in the real Theater... please2 points
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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.2 points
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Thanks for the report. You may keep providing us further feedback, though we know what the issue is for long time, and we reported it, as it must be fixed by ED. It's not at Third Party devs side.2 points
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