Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 12/05/24 in Posts

  1. I find statements like this to be extremely disappointing, and a large reason why I have stopped buying DCS and especially ED products. Your newsletter stated, I quote, "Fully modelled weapons and sensor systems. ", "Both the DCS: F-5E Remaster and the existing DCS: F-5E will receive many improvements and fixes including certain corrections to radar operation....and more", "Numerous bug fixes and tunings such as damage modelling, sensors, and avionics". It may not be an outright statement that you would bring the radar up from the standards of 10+ years ago but surely you can see why users would have that expectation upon reading that announcement no?
    17 points
  2. Attached are the missions used for the new plane director instruction video. Nothing fancy. Best wishes, Wags Supercarrier-Video-Cold.miz Supercarrier-Video-Hot.miz Supercarrier-Video-Recovery.miz
    12 points
  3. Understood that the new remaster focuses on cosmetic upgrades and attention to detail (even the interiors of the gun panels are modeled: an interesting choice more eye candy for a sim mechanic than a sim pilot, in my opinion). Also understood that the module depicts a very particular version of the F-5, so features like a refueling probe, additional weapon systems, or weapon configurations are understandably not included. However, I suggest adding essential ground equipment such as: - Ladder - Air Start Unit - Intake Covers, Safety Pins etc. These items are fundamental for any version of the F-5. They don't require new systems, and a simple 3D model that appears during startup and shutdown procedures would be enough for me. Including these elements would bring the immersion on par with modules like Heatblur's Phantom. I love the F-5 and appreciate that ED is keeping it up to date alongside newer modules. Considering their approach and focus in this remaster, I’m hopeful that my suggestions align with their vision.
    10 points
  4. As others have said, having a template ready for skin makers is amazing and we really appreciate the fact that they are provided. However, livery artists heavily rely on Model Viewer in order to help them create their skins so that the rest of the community can enjoy them. Currently the new format that ED is using is not only encrypted but also hidden. It is understandable that a company with so much time invested into a product would want to protect it, as I myself absolutely hate when people pilfer my own liveries and upload them as their own work later on. Model Viewer is an amazing tool that saves time and resources for livery artists, it simplifies our process and work flows. The ability it provides to refresh the livery without restarting the whole game is a huge time saver. Not only that but it also serves to create fresh description.lua files which are required to have the game understand what textures the artist needs loaded so they can modify them to their liking. It has tools that help us see the roughmet files as well as normal maps which help tremendously when creating visual effects. There are tons of livery artist out there that create for the game, and a large part of the User Files section. The skins section dwarfs all the others by a wide margin. Forcing livery artists to use the game to check their work is off-putting and will likely result in the new F-5E not getting as much love as it could. There are users out there that have bought modules solely based on the fact that their favourite livery for that aircraft was available in the User Files. It might seem like much but as a company ED should definitely look into helping out livery makers rather than hindering them.
    9 points
  5. Here you have our changelog for yesterday's update (04-12-24): It will be publish in ED's web soon. DCS Mirage F1 by Aerges Systems: FON light now briefly turns on when starting the engine. Fixed vertical gyroscope autoerect function not working. F1BE: fixed rear cockpit Standby Horizon indicator initialization with 'Solo Flight' option enabled. F1EE: Fixed nonoperating lights of the Barax control panel. F1BE rear seat 'fuselage tanks selected' light on the fuel quantity gauge was made operational. F1BE. Fixed bug with some lights staying lit at the rear seat without electric power being available. Fixed navigation and formation lights not working in multiplayer for flyable aircraft. Adjusted power on/off dynamics of navigation/formation lights. Adjusted visual look of the landing/taxi light cones. Fixed search light (police light) cone direction - 45º for single seater and and 22º for two seater. Fixed blank radar screen, when '(C+M or SW) R' mode is enabled, and radar modes other than 'HA', 'IC' or 'TEL'/'BZP' are selected. Now the radar will stay in 'IC' mode with '(C+M or SW) R' enabled. F1BE: Fixed radar render in multimonitor configuration. The radar now correctly sets the 'emission active' flag (it is used by AI for emission detection). Radio and navigation: F1BE: Green radio function selector is now switched only at the forward seat panel during startup/shut down macros execution, disregarding the currently occupied seat. Fixed not operating test function in TRAP-136 ('Green') radio. Fixed a bug with inability to communicate with a radio station via TRAP-137B, when the attempted frequency is the same as of the preset channel 20. Fixed IDN TACAN flag not showing when TACAN signal is lost. Fixed IDN VOR flag not showing when signal is lost. Fixed IDN TACAN distance showing a non-zero value under the flag when TACAN distance is not available. IDN TACAN bearing now stays at the last known value, when the TACAN station is not received. Input: F1BE Radio Selector Unit MIS, TAC, and VOR potentiometers now work with the corresponding axes input. Fixed not working Monitoring Light 'push' (light test) and 'rotate' (light brightness) actions of the old IFF panel variant. The lights brightness potentiometers of both IFF panels versions are initialized at maximum brightness now (previously was 0). F1BE TRAP-137B ('Red') front seat radio can't be reached from the rear seat anymore. Both radios preset channels animation is now in sync with the corresponding channel selectors animation. Manual gravity drop thumbwheel animation was fixed. Manual gravity drop thumbwheel animation is now accelerated with time when it is set by 'Decrease/Increase' input commands. Fixed 'TACAN mode selector Clockwise/Counterclockwise' commands not reacting on input when the selector has reached OFF or A/A position. F1EE Navigational Indicator 'Additional vector bearing/distance adjustment' switch results now in accelerated bearing/distance change when it is held pressed. Textures and 3D models: Fixed landing gear wheels animation of the single seater. Improved nose and main gear texture. Improved Alkan Corail Pod texture. Updated Cambrai Livery for F1C and F1C-200. Some weapons textures were updated. General: Replaced custom Belouga BLG66 bombs by DCS standard ones. Added Belouga BLG66 bomb to AUF-2 bomb rack. F1 C-200 (AI) can now carry the BARAX pod. AI now uses bottom strobe and orange tail navigation lights (white tail light will be never though visible as AI uses only steady nav lights pattern). AI now sets formation light brightness according to the current day of time. Improved taxi, takeoff and climb training mission: Forced realistic comms, added instruction to press U + V pushbutton, IFF mode 4 forced not installed and modified several trigger messages. Updated Flight Manual - F1EE IDN description and table. Minor visual fixes in the module Special Options menu. Fixed F1BE Solo Flight checkbox position in ME UI. DCS: C-101 Aviojet by AvioDev Improved textures of the following bombs: BLG66 BR-250 BR-500 BIN-200
    8 points
  6. DCS 2.9.10.3948 New fog technology with both automatic and manual generation. Read about this advanced technology in our Volumetric Weather White Paper, check this DCS Mission Editor Improvements video and enjoy a cinematic demonstration in the DCS Ascending video. This update also adds DCS: F-5E Remastered optional update. New campaigns: DCS: F-16C Arctic Thunder Campaign by Reflected Simulations DCS: F/A-18C Arctic Thunder Campaign by Baltic Dragon DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Simulations DCS - Core Game Graphics. Added new fog and dust effects compatible with volumetric clouds. Currently fog affects AI ground vehicles and AI aircraft detection logic - they won't detect targets if fog thickness doesn't allow that. Weapon seekers, sensors and helicopters George AI and Petrovich AI detection fog support are in progress and will come in next updates. Graphics. Improve Ambient Occlusion effect. Graphics. Increased rendering distance of contrails Graphics. New “Volumetric Lights” setting added ME. Added multi-selection tool that allows to group together units, objects, trigger zones, and drawings into a larger group that can be controlled as a whole using ‘click and drag’. ME. GUI Error when trying to open a Naval group window for a country that does not have a ship available for a certain year - Fixed. Weapons. YJ-83 switched to Harpoon scheme (to fix terminal guidance) - Fixed. Weapons. YJ-62 updated scheme for booster drop animation - Fixed. Weapons. AIM-120 defeat with a barrel roll maneuver - mostly fixed. Tweak of glint filter. Weapons. Corrected Harpoon launch from La Combattante corvette. ATC not approving takeoff the first time - Fixed. View. Draw distance of dead static helicopter objects too low - Fixed. AI aircraft. A-10A refuses to use AIM-9 - Fixed. AI aircraft. A-50 can't be refueled by Il-78 tanker - Fixed. AI aircraft. AI formation settings do not adhere to when AI is part of “Player” group - Fixed. AI aircraft. AI target detection tuning after reports of AI not seeing obvious targets - Fixed. AI aircraft. AI being less aggressive in dogfights and hitting the ground in some cases (additional tuning for WW2 planes dogfight). Tuning for behavior was done, maneuver kill is still possible against AI though. GUI. The "Airfield" filter does not take into account coalition ownership when listing available airfields - Fixed. GUI. Some weapons in the resource list on the F10 map have exclamation marks instead of title - Fixed. GUI. Connect by domain name or IPV6 in multiplayer results in slot menu bug - Fixed. GUI. “trigger.action.markupToAll” graphical errors with polygons. AI ground. Trees not blocking Line of Sight in some cases - Fixed. AI ground. Player controlled vehicles can reach excessive speeds on slopes - Fixed. AI ground. JTAC is not active after first designated target destruction - Fixed. Missions. Replaced old F-14 AI with new ones in old missions and campaigns. Warehouse updates. Send create and update messages one by one to overcome message size limits. Fix for warehouse updates desync. Manual. DCS manual edits and additions: Added more triggers information Updated historical mode section Use of the new Deck Personnel DCS: F-16C Viper by Eagle Dynamics Fixed. EXP FOV command on HSD will cause a silent crash. Fixed. Maverick Boresight using an aircraft causes drifts/offset. Fixed. CCIP Time Delay Cue - premature release. Fixed. HAD sometimes requires TMS up twice to designate emitters. Fixed. TMS Right Long rotates through radar modes incorrectly. Fixed. RWS targets can start flickering with a large amount of targets on display. Fixed. RWS Attempting Dual-Target-Track while trying to target false track causes Auto RWS to not work and centers scan volume erroneously. Fixed. RWS false target altitude indication can become stuck on screen when changing master mode while hovering over target. Fixed. FLCS Pure roll inputs cause abnormal pitch up and G. Fixed. HTS is unable to lock emitters when HAD and WPN POS pages are both open. Fixed. High drag bombs released in CCIP Ripple have an incorrect interval. Fixed. FCR mode saving still needs refining. Fixed. RWS DTT has overlapping and differently rounded altitude indications for the currently bugged target. DCS: F/A-18C by Eagle Dynamics Fixed. GS REQ breaks when TOT is set for the next day. Fixed. AGR with radar off bug. Fixed. Trackfile HAFUs not showing at the top border of the radar region when outside of current range scale. Fixed. Track files generated in SCAN RAID are not designatable. Fixed. Markpoint altitude is being saved in meters. Fixed. Radar has trouble establishing STT from AACQ/TWS lock during high G turns. DCS: AH-64D by Eagle Dynamics Fixed. SKR LIMIT message appearing when missile not in track mode. Fixed. Acceleration Cue format logic regression. Fixed. Alternate Sensor Bearing on Pilot's FLT page is not following CPG TADS. Fixed. Performance page is not updating data after jettisoning. Fixed. Some MPD pages lack a solid black text background with video underlay. Fixed. Alternate Sensor Bearing symbol correction on FLT page. DCS: Supercarrier by Eagle Dynamics Added New Deck Crew DCS: Supercarrier Deck Crew Update (COMING SOON) Known issues that we will try to fix in the next update: The new deck crew and dynamic slots are under development and may not work correctly in some cases. Some deck crew functionality may work incorrectly in case of changing slot while crew operations are in progress. DCS: F-5E by Eagle Dynamics Added GBU-12 to centerline, GBU-16 to inner and centerline, and GBU-10 to centerline loading options. Fixed. Holding dogfight/resume or ACQ switch does not minimize range gate. Fixed. Sight cage does not align the radar antenna to ARL. Fixed. Mk-82 Snakeye should not have high-drag surfaces when safed. Fixed. Gunsmoke does not follow the airframe/canopy. Fixed. ADI adjustment./corrections. Fixed. Gunsight Depression Axis. Fixed. Mirrors display a distorted picture (fish eye). Fixed. Wingtip launcher rails are fragile when exposed to rapid G-onset. Fixed. F-5E Air-to-Air Missile Employment in MSL mode training mission. Fixed. Rapid aft control input caution. Fixed. Issues with the FAST ERECT button in the cockpit and the overall performance of artificial horizon. Fixed. Pitch/Roll gyro issues. DCS: CH-47F by Eagle Dynamics Fixed. ETA to point calculated by half. Fixed. Copilot’s animations on AI controlled helicopters. Fixed. Incorrect behavior of “MARK”, “SP” and “-” buttons on CDU. Fixed. Rotor artefact in certain blade pitch angles Improved. Synchronisation of MFD screens and buttons. Implemented loading, display and addition of Fix Points to the flight plan Implemented display of FPP based on airfields/navaids with corresponding symbols DCS: Mi-24P Hind by Eagle Dynamics Fixed. Rocket burst length incorrect behaviour when using 4 rocket pods Fixed. Multicrew gun shooting delay Improved. Petrovich AI algorithm to determine dangerous pilot maneuvers for the ATGM aim sight was improved. Algorithm parameters depth was improved and new conditions added (especially for the case when maneuvers are done while Petrovich AI guiding ATGM). Petrovich is still humanized though and won’t be ideal, so remember to give command “observe off” after you are done with ATGM attack and starting quick maneuvering. DCS: Fw-190 D9 by Eagle Dynamics Fixed. Altimeter stops measuring above 10 km. DCS: Mosquito FB VI by Eagle Dynamics Added. The radiomenu command “Bomb after me” forces the player's AI wingman to drop bombs right after the player. DCS: Yak-52 by Eagle Dynamics Fixed. Plexiglass separation wall missing in external view. Fixed. Missing nose wheel tyre texture. DCS: Su-25T free module by Eagle Dynamics Updated EN, RU manuals: Added aircraft NAV database list for Caucasus’ and Marianas’ airfields with additional info about the RWYs equipped with PRMG type of ILS supported by this aircraft. Improved and refined texting Removed Easy Flight Mode section Updated navigation lesson with new run-time pictures and highlights. Tweaked others. DCS: JF-17 by Deka Ironwork Simulations Fixed. AA Radar page should show HPT’s aspect angle not bearing Fixed. QNH can only be set by DTC. Knob used to tune QFE. Fixed. HSD didn’t show jamming target even it’s burned through by allies and shared from datalink Updated. HSD shows navigation information under all master modes (declutter to remove) Updated. HSD rolls back to older version contact filter to match version of other MFCD pages (see below OSB R3) Updated. HSD OSB functionalities. R3: cycle between [A, A+G, A+S] for air, air+ground and air+sea contact filters D5: declutter button DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: IDM not displaying wingmen as recipients Fixed: Can no longer store positions from IDM messages when no positions selected to be stored Fixed: CTD on receiving BDA with Air Mission EOM Fixed: LMC trying to stabilise with 0 range Fixed: Vox (used for SRS intercom volume in game) now starts at 75% Fixed: Airbag circuit breaker now starts OUT Fixed: Issues with DTC loading waypoints/control points/target points Fixed: L2MUM page bug when using WPN/ASE switch Fixed: SA symbology being visible in HSD- Fixed: ODA display to Direct Point Fixed: Display conditions for NVGs, Visor and Mask Fixed: Collective clickables no longer accessible when collective is hidden Fixed: CI state now syncs correctly on join Fixed: Various issues for MMS, LMC, Laser and MFD states on join in progress Fixed: Disabled MMS resolution changes until render issue can be resolved by ED Fixed: Hellfire VSD page now displays manual laser codes correctly Fixed: Radios correctly named in ME Fixed: airbags not synced for the rest of clients Fixed: CPG Sparse VSD L1 laser readout behaviour Fixed: Armour doors in multicrew Fixed: Input behaviour for radio frequencies Fixed: Heading hold/force trim conflict Fixed: CTD on drawing name malform Fixed: Collective up / down behaviour Fixed: Radio input frequency behaviour Fixed: Flares popping twice in multicrew Fixed: MMS slew speed Fixed: Over 30 inputs Optimised: L2MUM system Optimised: HSD Updated: RTE SEQ now default on for cold start Updated: Implemented fixed MIL-2525 symbol (thanks ED!) Updated: AI now has some hover instability Updated: Added editor option for allowing PDU show/hide when installed (defaults to ON) Updated: Adjusted hover attitude and fixed roll reference indicator offset Updated: MMS diagonal slewing improvements for both axis and button inputs Updated: Updates to Echo 19 sound overhaul Updated: Training missions: fixes, voiceovers for all the missions, new missions (MMS in SEARCH mode) Updated: "Once Again, Closer" missions: added battle graph for border patrol tasks Added: Afghanistan instant action missions Added: ECHO 19 sound overhaul DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed: Stand-by ADI not caged when mission starts cold & dark Fixed: hundreds rotary of GunSight mills needs 9 clicks to go from 0 to 1 Improved: Flight Director bars visibility DCS: F-4E Phantom II by Heatblur Simulations Systems: Fixed some general multicrew syncing issues Fixes radar and radar guided weapons to be broken since the previous update Systems: Fixed multiple RWR multicrew desync issues JESTER-AI: Fixed bugs with Jester on subsequent takeoffs (mostly Radar Context Action not working correctly) JESTER-AI: Fixed Jester asking multiple times for "which alignment do you want?" JESTER-AI: Fixed Jester Audio being partially cut off during startup when just receiving power JESTER-AI: Fixed Jester Wheel showing Helipads as Airfields JESTER-AI: Fixed Jester unstowing Pave Spike during cold-start taxi Weapons: Fixed Shrikes broken tone and cockpit indications since previous update Weapons: Updated GBU-8 HOBOS weapon definition Fixes GBU-8 being broken since the previous update Enables AI to use it Weapons: Fixed Pave Spike and Jammer not having a rack anymore Weapons: Fixed Walleye I not working for chinese users Weapons: Fixed AIM-7E(2) to use the correct 3D model Missions: Updated Training Missions Lesson 01 Tweaked some text to avoid confusion and improve the experience Improved some audio to avoid time delays when playing them Added multiple on-screen hints, especially how to work with the Jester UI Tweaked when Jester is enabled or deactivated to prevent issues with Jester UI popping up at the wrong moment Added some “Roger” confirmations to certain actions Tweaked some power settings during the climb for a better experience Fixed issue with WSO not starting the alignment properly Added hints and explanation during the alignment Inputs: Added bind category "Essentials" to make it easier to find important binds DCS: F-14 Tomcat by Heatblur Simulations NEW: Supercarrier update compatibility New salute command New commands for movement on the deck Link 4C address is now configurable via kneeboard next to ground crew Fixed bugs with broken laser codes, especially in old missions DCS: AJS37 Viggen by Heatblur Simulations Updated the manual DCS Mirage F1 by Aerges Systems: Fixed vertical gyroscope autoerect function not working. Radio and navigation: F1BE: Green radio function selector is now switched only at the forward seat panel during startup/shut down macros execution, disregarding the currently occupied seat. Input: F1BE Radio Selector Unit MIS, TAC, and VOR potentiometers now work with the corresponding axes input. Textures and 3D models: Improved nose and main gear texture. Improved Alkan Corail Pod texture. Updated Cambrai Livery for F1C and F1C-200. Some weapons textures were updated. Terrains Added terrain lightmap for improved clouds and new fog shading. It highlights clouds and new fog with city lights at night. Fixed instant disappearance (culling) of small vegetation at screen border. Campaigns DCS: F-16C Dragon's Fury Campaign by SorelRo Sound missing missions 4 and 5 AI wingmen fuel consumption adjusted missions 4 and 5 DCS: F-16C First In Weasels Over Syria by Ground Pounder Sims Updated all missions to fix AI taxi issues caused by changes to the Syria map. DCS: A-10C II Operation Persian Freedom Campaign by Ground Pounder Sims Adjusted kill conditions for mortar team during on-call tasking. DCS: F-16C Dragon's Fury Campaign by SorelRo Missions 9. Sound files adjusted DCS: F/A-18C Operation Green Line Campaign by Badger 633 All Missions: Updated for deck crew. F-5E 2024 compatibility DCS: F/A-18C Rise of the Persian Lion Campaign by Badger 633 All Missions: Updated for deck crew. Missions 13 Increased Difficulty: F18’s not taking of fixed. F-5E 2024 compatibility DCS: F/A-18C Rise of the Persian Lion II Campaign by Badger 633 All Missions: Updated for deck crew. F-5E 2024 compatibility F/A-18C - The Serpent's Head 2 Campaign by Badger 633 ll Super Carrier Missions: Update for new deck crew. Truman used in place of Stennis until Stennis deck crew is resolved. Mission 2: Timings adjusted. Mission 8 all variations: JTAC fixed. DCS: F-16C The Gamblers Campaign by Baltic Dragon Missions 1 to 7: fixed bug with AI aircraft not taxiing from shelters repositioned Patriot system at H4 and rearranged the vehicles according to Patriot handbook tuned the route of the safety patrol around the base fixed flares amount in one mission changed Lau adapter for single-carried AGM-65D from triple rail version into single rail version with less drag. updated loadout in several missions added windsocks at the same spot in all missions updated assigned shelter number for every F-16 as shelters numbering changed with the update Mission 2. W31 properly follows B1 on egress. Updated AAR part for W31 (it will refuel correctly every time) DCS: AH-64D Outpost Campaign by Stone Sky Minor changes in all missions to adapt to the new Syria map update. In mission 7, the Black Hawk explodes during launch - Fixed. Zulu time typo fixed in all missions and documentation. DCS: Mi-24P Outpost Campaign by Stone Sky Minor changes to mission 1 DCS: MAD AH-64D Campaign by Stone Sky Datalink has been adjusted in all missions Chinook and Kiowa have been updated in all missions IR marker has been adjusted in mission 10 DCS: Mi-8MTV2 Crew Part 1 Campaign by Stone Sky Mission 3. Ka-50 was removed from the aircraft carrier, which could have prevented the Su-33 from landing A-10C / A-10C II Basic Flight Training Qualification Campaigns by Maple Flag Missions Removed code that was causing altitude warning issue in BFT05 for both A-10C and A-10C II missions P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects Spitfire IX The Big Show Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects. DCS: P-51D Debden Eagles Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects Removed the trees blocking the runway DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects DCS: P-47D Wolfpack Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects DCS: UH-1H Paradise Lost Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Mission 2 safety trigger added to make sure the Gamblers engage DCS: F-14A Zone 5 Campaign by Reflected Simulations Weather updated with the new dynamic fog engine DCS: F-14A Fear the Bones Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Campaign updated for the new carrier directors Rearranged flight deck Salute command incorporated in mission triggers DCS: F-14 Speed & Angels Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Campaign updated for the new carrier directors Rearranged flight deck Salute command incorporated in mission triggers DCS: F-4 MIG Killers Campaign by Reflected Simulations Weather updated with the new dynamic fog engine DCS: Spitfire Beware! Beware! Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects Mission 3 rogue soldier bug workaround Mission 4 AI taxi bug workaround F-86F Hunters over the Yalu Campaign by Reflected Simulations Weather updated with the new dynamic fog engine DCS: Mosquito FB VI - V for Victory Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects FIDO will now actually disperse fog DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations All missions – Taxi director update DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations All missions – Taxi director update DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions – Deck crew forced disabled for compatibility with F-14 DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 06 "Heavy Load". Adjusted the convoy LZ landing trigger with additional checks to prevent early activation Mission 05 "Refugees". Refined the landing/hover trigger for the refugee boat Mission 07 "New Rules". Added the missing "Mission Complete" trigger for the cutscene Mission 09 "Sheeba Farms". Corrected the mission briefing text in both the in-game version and the PDF file Mission 14.1 "The Date". Adjusted the hospital landing trigger to match the new Syria map layout. Fixed the radio menu entry for "Landing at the hospital" or "Continue the tour." Mission 14.2 "The Final". Corrected the date and location graphic at the beginning of the mission DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations All missions – Changed initial start up freqs to allow setting of mission specific frequencies easier. All mission startup freqs placed in PRESET 2 for all radios. Tactical freqs moved to PRESET 3 M2 – Reworked post mission scoring triggers to hopefully cure logbook issues M6 – Fixed Foghorn running to cab issue. Added Infantry clear up trigger. Delayed crew chat post frequency change. M10 – Fixed mission briefing start time error. Added SMOKE OUT to mark Hellfire target. Fixed Fencing trunks showing in George targeting menu. Added HOLD to infantry during attacks. M12 – Fixed possible Immortal issue
    8 points
  7. Agreed ! It should look like this : I tried to simulate that by modifying textures a few years ago but never got a satisfying result...
    7 points
  8. Expecting a total radar rework is perhaps a bit much. But they could have tweaked textures and lua values to get something more realistic looking. Same with the tracers and cannon dispersion. Anyways. It is ED’s choice to market and brand this DLC as a Remaster. Personally I don’t see the 7000+ hours put into this. Nothing stands out, no extra effort that surprised me. It’s looking better for sure, but it’s barely enough considering how long we have waited for proper F-5E updates.
    7 points
  9. I don't understand why the F-5 is priced higher than the Mirage 2000 when there is still no content. It used to be a good aircraft to recommend to beginners due to its price, but now it's not even worth it.
    7 points
  10. Уважаемые разработчики, туман и пыльная буря просто приводят в восторг! Такая красота! Спасибо! Палубная команда очень порадовала, ждал с нетерпением. Я то знал про обновления естественно, так как постоянно слежу за всеми новостями, но не видел, что сим начал обновляться перед запуском...Какого же было мое удивление когда я прогрузился на палубе в своей миссии, которую летаю уже больше месяца и неожиданно для себя увидел туман и новых членов команды на палубе!!! Такое удовольствие и восторг я испытал! Прошло более 16 лет как я впервые запустил DCS....какой же скачек совершил с тех пор симулятор благодаря поистине влюбленным в своё дело разработчикам и верному комьюнити!
    6 points
  11. You would think the orange grid would have been a low hanging fruit to fix
    6 points
  12. The Big Show - Weather updated with the new dynamic fog engine - Airfields updated with Massun's assets. No more non-period correct objects. Debden Eagles - Weather updated with the new dynamic fog engine - Airfields updated with Massun's assets. No more non-period correct objects. - Removed the trees blocking the runway because UGRA didn't Horrido - Weather updated with the new dynamic fog engine - Airfields updated with Massun's assets. No more non-period correct objects. Jagdflieger - Weather updated with the new dynamic fog engine - Airfields updated with Massun's assets. No more non-period correct objects. Wolfpack - Weather updated with the new dynamic fog engine - Airfields updated with Massun's assets. No more non-period correct objects. Paradise Lost - Weather updated with the new dynamic fog engine - Mission 2 safety trigger added to make sure the Gamblers engage Zone 5 - Weather updated with the new dynamic fog engine Fear the Bones - Weather updated with the new dynamic fog engine - Campaign updated for the new carrier directors - Rearranged flight deck - Salute command incorporated in mission triggers Speed & Angels - Weather updated with the new dynamic fog engine - Campaign updated for the new carrier directors - Rearranged flight deck - Salute command incorporated in mission triggers MIG Killers - Weather updated with the new dynamic fog engine Beware! Beware! - Weather updated with the new dynamic fog engine - Airfields updated with Massun's assets. No more non-period correct objects. - Mission 3 rogue soldier bug workaround - Mission 4 AI taxi bug workaround Hunters over the Yalu - Weather updated with the new dynamic fog engine V for Victory - Weather updated with the new dynamic fog engine - FIDO will now actually disperse fog - Airfields updated with Massun's assets. No more non-period correct objects.
    6 points
  13. It would be nice to view ALL aircraft/ships/land units in ModelViewer 2 to aid in skin development. Making skins is now a tedious task that sucks all the fun out of making liveries. Remove this unnecessary barrier to artistic freedom ED!
    6 points
  14. Great news on the liveries! I understand. It's just weird when you put 7000+ hrs into a DLC, but leaving the biggest avionic feature (the radar) totally untouched. Anyways, these are just my impressions...
    6 points
  15. I'm a former Naval Aviator... I flew from the USS Kitty Hawk on my first tour (A-7s) as a J.O. and I was a TAO (Tactical Action Officer) working in CDC (Combat Direction Center) during a later cruise aboard USS Nimitz. My point is that I have some experience with flight deck operations. I'm sure there are many others who fly in DCS with as much or more experience than I have. First, I'm very happy with DCS and the Supercarrier as currently put together, but a little confused by this latest addition... the new flight director crew members! I suspect that this is the first of many iterations in EDs development of the Supercarrier module. Generally speaking, launch operations seemed fairly well thought out with the avoidance of some static objects a notable exception. I found it intuitive and did not require the use of HELP ICONs or HELP TEXT once I understood how it worked. Recoveries on the other hand seem completely nonsensical. I assume ED understands cyclic operations. It makes no sense to wrap arriving aircraft back around and through the landing area, fouling the deck, to park aft of the island. It would seem to make much more sense to direct aircraft forward onto the bow to park first on CAT 2. Additionally, you could direct them across the six-pack area then back around to the right to park along the foul line or, with a pushback, on elevator 2 and the corral area. Elevator one should remain open so that armed aircraft exiting the landing area could point in a safe direction while they disarmed... or not. You could also direct aircraft directly to CAT 1 for a Trap-Cat-Trap scenario. In order of priority... I would have fill CAT 2 first, followed by CAT 1, then the area along the foul line (Six pack and street areas) and finally Elevators 2 and 1.
    5 points
  16. That's unfortunately also the impression i got from reading the forums and watching youtube videos. The F-5 is such a simple aircraft (in comparison to most other modules), yet the fidelity of each system still seems lower. The lack of radar improvements are the biggest letdown imho. The radar scope visuals already felt "basic" when the module released. At least a visual overhaul would be needed. Lack of Mavericks is another disappointment: When the module originally released a Belsimtek dev wrote that they would "like" to add Mavericks if they can get hold of documentation. I cannot believe that getting hold of documentation for such an ubiquitous plane would be that hard... I will restrain from purchasing the upgrade until there's some confirmation that at least the radar will see future improvements. Better radar would make the upgrade worth the asking price, Mavericks would be the cherry on top and make the purchase a no-brainer (for me personally)...
    5 points
  17. There are outstanding issues with the radio keybinds. These have been fixed for the next update.
    5 points
  18. What is the point of a template if you cant load EDCE files into the model viewer to view the model while making a skin. Because without it, you have to launch the game, load into mission editor and then select the aircraft to view each little change, and if for some angles you have to load the mission, then depending on your PC, thats a process that takes up to 5 minutes, which in itself might not be much, but will stack up, and is just something you cant ask of a skin-creator. Making a good skin takes time, and this will just make it take arguably twice if not 3 times longer, especially since now you have to open the game and wait 5 minutes, just to see that you need to move a layer by a few pixels. And im not even talking about making camos work across texture seams. Same goes for the upgraded AI models for the S-3, B-1B, and B-52. I get that this may be a kind-of niche problem, but its something that shouldnt be hard to implement from what i can tell, since the game already can load EDCE models.
    5 points
  19. Police OH-6 FBI mission: One thing which would be nice to maybe improve at some stage is the rotor animations. Occasionally they make me think my game is running at 20fps when you look at them. I think that along with a VR pilot body, would basically make the mod look like it's a payware module, which it honestly should be! Thanks again for your efforts Eightball and tobi. Can't wait for future updates!
    5 points
  20. Hey there, since I love to create realistic and busy flightdecks with many static objects, I was a bit concerned about the deck crew update. Right now, I'm busy trying out which layouts work and which don't (anymore). Maybe my findings can be of help to other mission builders and I'd be happy to read some of your ideas. Here's what I found out so far: 1. In the launch phase, it is possible to taxi around static Seahawks and Seakings in front of the island - but you have to place them carefully, as close to the island as it gets. I'm not sure about a Tilly crane or an E-2 parked there, though. 2. In the recovery phase, statics in front of the island are blocking not only the view to the plane directors, but also the taxiway that is now closer to the island. For both recoveries and launches, I'd really like to see the path being moved more to the landing area, where planes taxi in real life because there is always stuff standing in front of the island. 3. My workaround for now: Since statics in front of the island block the taxiway, I'll make sure that the forward parking spots are clear. There are two parking spots at the "point", the area in front of elevator 1, that are unused in most of my missions. Also we can delete static objects via script - emulating that aircraft have been launched or put below the deck. If those spots are free, the new directors seem to put me there. 4. Each plane captain has a certain standing spot for each parking spot. If you watch closely, you can find out where to put a huffer cart - it adds quite some immersion. 5. You can use an elevator as player: If you make sure that there are only spots on one elevator available, you'll be directed there. As soon as an AI plane parks next to you, the elevator goes down and you can taxi below the deck. At least this happened to me.
    4 points
  21. This and the Afterburner effects are coming a little later. So consider it WIP right now. Thanks!
    4 points
  22. I'll write down the suggestion. This would be a good time to mention that in the updated Russian pack, I added a BMD-4 as cargo, which can be lifted by helicopter.
    4 points
  23. I have to release a new Version 4.1 adapted to the new fog and dust effects from the last DCS core updated: ■ I LOVE THIS JOB v4.1 ■ HUEY SHERIFF SKIN
    4 points
  24. It broke the FLCS rudder input when rolling at high AOA and made landing a nightmare, but other than that, it changed nothing.
    4 points
  25. Afghan team are working hard, there is a slight delay but it will be worth the wait. We will share news soon. thank you
    4 points
  26. Still some time left. Keep your fingers and toes crossed
    4 points
  27. Still playing with the fog effects, trying to find the sweet spot, but it's great. At this point just give me the Kola map and the new effects and that's all I need. What a beauty. This is some great flying. The visuals are five-star!
    4 points
  28. Daily MiG-29 Hungarian 9.12A 9.12B
    4 points
  29. Animation issues, copilot switch naming and the channel up/down inputs all fixed for the next update.
    4 points
  30. Thanks for the plug! I tried many, many helicopters across different sims, like you said. But this OH-6A is possibly the best. It seems to respond correctly it all situations you put it in. I started getting back into VR and bought the WinWing pedals this week. Suddenly it feels even ten times better. Thanks for your work @tobi and @Eight Ball
    4 points
  31. I bought the f-5 on sale for $25. Now I paid $10 = bought the art team 2 coffees. Thank you team. The price and quality completely satisfy me. Skins? New ones coming soon. Lots of people waiting for their moment of glory . And please do not take this post as criticism of a different perspective on the update. On the side: joystick + throttle = 400€, VR = 500€, Next Level Racing Frame = 500€ plus low-end PC (Ryzen 5800x3d, 4070Super, 64GB, M.2 1GB + M.2 2GB) > 1000€ + 32' display 300€ versus 10$ (ten bucks).
    4 points
  32. As for whether the ARI commands too much rudder into the roll, one can check if the deflection of rudder agrees with the DFLCS block diagram: Ref 1. Figure 3.3 of DTIC ADA 189675 (https://apps.dtic.mil/sti/citations/ADA189675) Ref 2. Figure 65 of NASA TP 1538 (https://ntrs.nasa.gov/api/citations/19800005879/downloads/19800005879.pdf) From the above references with notes: So when AOA > 10, the rudder deflection can be simplified to 'aileron deflection * AOA * 0.06'. When AOA is between -10 and 10, the 0.06 ARI gain is reduced so that the rudder won't deflect that much at lower AOA, especially at higher speeds. 0.075 is the wrong value as it's outdated.
    4 points
  33. Adding “game play options”, but making them a mandatory, simply forces lower realism levels onto everyone. I thought EDs stance was to pursue realistic ops as much as possible, hence decisions such as no auto AAR, no simplified TDC slew in the F18s ground radar, etc etc. Please make this an option or remove it.
    4 points
  34. RShft RAlt and H ` for the inspection panels
    4 points
  35. On liveries: New liveries along with a new and more detailed texture template: Standard neutral grey Swiss Air Force, 2 tone grey Austrian Air Force 2, Staffel Norwegian Air Force 338 sqn 215 “MiG-28” Topgun black Aggressor Navy blue camouflage VFC-13 Aggressor desert camouflage VFC-13 New liveries coming soon: Vietnam 1970s Islamic Republic of Iran Air Force Imperial Iranian Air Force Swiss Air Force demo team Aggressor forest camouflage The texture template for users to create their own should be available soon, and should be no later than the Christmas update. As far as radar and sounds, we never stated these would change, but rather the 3D model of the interior, exterior and pilot and included textures were what the remaster was about. Thanks.
    4 points
  36. Hi there, New released version 1.3.3 https://github.com/iquercorb/OpenModMan/releases/tag/1.3.3 Changelog: Fixed various Dependencies Handling issues Fixed Window Placement save/restore minor issues
    4 points
  37. So, after a day of extensive testing on my system, a short maneuver review. I have to say, DCS not only looks incredibly good after the new patch, the performance is also sensational. I just flew a short circuit in the new F-5 around Cyprus on the Syria map and even my wife stood there in amazement. I take this as the ultimate indicator for confirmation of visual beauty, by the way...! ;-D Yes, what can you say. I am happy. I just wish the F-5 in particular would get a few more features. Hey, I mean, at the end of the day I would have even added an extra $5-10 to the actual price for Mavericks, 4 Sidewinders, a new radio and VOR/ILS. Personally, I would like something more to come. A big request in this case! And please ED, please do this kind of rework with the F-86F and the MiG-15 too. The two modules definitely deserve such a rework. With that in mind...have a nice weekend everyone and have fun with the new patch...
    3 points
  38. This is all so sad because of the fundamental misunderstanding of what an over-G will do to an airplane, and what the flight manual limits mean. Jets rarely break apart catastrophically due to a pilot induced over-G. Ultimate G-limits are a lot higher than normal limits. But you can often "bend" a jet by repeated over-Gs - especially assymetrical (rolling) Gs. And once the jet has been over-G'd, it is grounded until fully inspected, and repaired if necessary. So from an operational aspect, over-Gs are bad for keeping your fleet flying. But if jets just broke apart everytime Lt Mongo honks on the stick, you would run out of jets (and Lts) pretty quickly! This, and the ridiculous recip engine time bombs (and paper ailerons on the P-51) are my biggest complaint about DCS as a sim. But, still better than anything else out there right now. Vulture
    3 points
  39. When I play MP with a squadron, we don't use the game's ATC because we prefer to do the ATC ourselves over voice chat. How do we disable this weird feature in that case? Thanks
    3 points
  40. 3 points
  41. "Same mission" happens on 2 different dates...hum...you'll be the judge.
    3 points
  42. I will mention it to the team, thank you
    3 points
  43. I understand it was a graphical upgrade but I do agree, fully, that they could have at least tweaked the radar symbology a bit. Not even a radar re-work, just tune the values a bit so everything isn’t just a solid fat block. And thin out the fat sweep line ( not sure what you really call it). It’s one of my favorite aircraft, so $10 was fine for it, but the radar symbology is one thing thats always seemed very “unrealistic”. Knowing full well there wasn’t going to be any added features per say, making the one part that is always glaring you right in the face look a bit better, would have been the icing on the cake for me.
    3 points
  44. It's really very simple. People that have created something of value understand the importance of IP rights. Those that do not, have not
    3 points
  45. More liveries are coming, and a new texture template will be available soon. We will likely do a livery competition once the template is available. thank you
    3 points
  46. Success. Obtained the upgrade price of $9.99 and was able to use my my miles. Thanks to Virgo47 for the solution. And my apologies to everyone else for my confusion. jda8818
    3 points
  47. 12/04/2024 - Updated to version 13 -Updated for compatibility with DCS 2.9.10.3948 https://www.digitalcombatsimulator.com/en/files/3335023/
    3 points
  48. For E.D., not Bignewy: First: There might be 2 teams, but that is a resource allocation decision in itself, not an immutable fact of life. Secondments - particularly in the age of tele-working - make temporary reallocation of resources possible. Second: Repeatedly saying “we will update you soon” is not actually providing updates. Neither is saying “the work is taking longer than expected”. That’s obvious from the fact that the work hasn’t been released. What’s actually being done that is taking longer than expected: Retexturing? Reverting to previous map techniques? Improving the new technique? Redoing the terrain mesh? Are you still in the “working out what the problem is” phase, or “half way through the worst of it” or is it that “we think we have a solution and we’re trying it out on the Iraq map so we don’t have to double up work, and if that’s received better we’ll apply it to Afghanistan, or what? What is it that’s being done that’s taking longer than expected? I think the negative reception of the Afghanistan map was overdone. It wasn’t the visual feast we were hoping for, but it also wasn’t the unplayable mess some people made out. The lack of delivered work is - with a proper explanation - might be understandable. The lack of meaningful, informative progress updates since saying there would be delays is pretty appalling. As far as I could see, this is 6 months of references to Afghanistan from the updates logs: ”introduced a new terrain module: DCS: Afghanistan Map by Eagle Dynamics Introduced a new terrain module: DCS: Southwest Afghanistan Map by Eagle Dynamics”
    3 points
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...