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DCS 2.9.11.4686 https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.11.4686/ Added free pack of high fidelity 3D models. Assets free of charge: B-1B, B-52H, S-3B (and tanker), SA-10 (S-300 SAM), M1A2, M1A2C SEP v3, MRAP MaxxPro, Centurion C-RAM. DCS-core Added a new Spotting Dots option which is replacing the “improved spotting dots” option. Improved spotting dots functionality which makes spotting dots independent from zoom FOV will be active all the time now. With new “Spotting Dot” setting you will be able to set: OFF - to switch spotting dots off completely AUTO - automatic spotting dot size calculation based on monitor or VR hardware parameters (how it worked before) 1 pixel size spotting dots 2 pixel size spotting dots Also this setting is added to the mission editor and can be enforced through mission. Spotting dots. Quad views peripheral render target spotting dot size forced to size 1 if dots are on Sound. New mortar and cannon sounds and shells sonic boom sound added AI Aircraft. if an AI AV-8B is set to takeoff from ground or takes off from a FARP, they will vertically climb to ~1000ft and then stop, immediately nose over, and crash - fixed AI Aircraft. AI incorrect half loop maneuver calculation for the attack ending in ground collision - fixed AI Aircraft. MQ-1A/RQ-1A Predator. Corrupt damage model - fixed AI Aircraft. Aircraft AI can spot ground and air units through dense fog - fixed AI Aircraft. Adjusted KC135 to maintain 25 degrees angle of bank for every turn AI Aircraft. Helicopter AI calculate evasive maneuvers above water using sea floor and not water level altitude which ends up in crashes into water sometime - fixed AI Aircraft. When AI helicopter has "Ground Escort" task set, it stops using flares for IR missile defense - fixed AI Aircraft. Caucasus. Adler airfield. The AI wingman stands in line behind the parked lead aircraft and stops - fixed AI Aircraft. AI pilots look left when taking off from Supercarrier - fixed. AI Ships. Submarine water trail visible when submerged - fixed. AI Ground. Sounds from some vehicles fade over time - fixed Weapons. SA-2. V-750 missile. Decreased G-limit from 17 to 6. Weapons. SA-3, 5V27 missile. Decreased G-limit from 16 to 6. Decreased counter-countermeasures level. Change liquid motor smoke tail to solid fuel. Decreased size of motor smoke plume. Weapons. SA-5, 5V28 missile. Slightly decreased G-limit from 12 to 10. Slightly decreased counter-countermeasures level. Decreased second stage smoke transparency. Weapons. Kh-25 and Kh-29 missile family. Total autopilot and seeker upgrade. Weapons. AGM-88. Adjusted motor smoke. Added param of transparency of motor smoke depends on temperature (altitude). Weapons. AIM-9 family. Smoke transparency tuning. Weapons. Sea Dart SAM. Fuze parameters adjusted. Weapons. AIs interceptors will be able to intercept cruise missiles. Weapons. SM SAM. First SM missile goes to zenit without guidance to target - fixed. Weapons. Improved BLG-66 Belouga bomblets release sequence Weapons. Added new loadout definitions for AUF2 double point pylons with different bombs (Mirage F1 usage) Weapons. Now Air-to-Air IR missiles take into account the transparency and density of fog when calculating the visibility range of a target. Weapons. AIM-120. Changed coefficient of guidance system to increase agility to counter of the high-G roll maneuver. Graphics. IR marker beam visible in daytime TV display - fixed. ME. Added trigger "Smoke Marker Stop" and "Smoke Marker on Unit Stop” for the coloured target marking smoke. ME. Added trigger functionality to allow individual drawings to be shown or hidden ME. Improved advanced waypoint action for unload more than one cargo ability ME. Cargo without the flag OBJECT CANNOT BE CARGO is still in the ALL CARGO radio menu - Fixed. () ME. Multi-select tool. impossible to rotate any units when loading into a mission with units already placed, or loading in templates - fixed Scripting API. Experimental fix for server crash after world.removeJunk being used (hosters please test, we are looking for feedback) DCS: F-16C Viper by Eagle Dynamics Improved HUD Limited Refresh Rate (made airspeed, altitude and acceleration update rates fixed at a set refresh rate. As such, faster rates of change will result in skipped values. The acceleration updates are slightly faster than velocity and acceleration). Improvement - Specific excess power. Based on user feedback, the difference in energy loss in the FM and E-M diagrams of instantaneous turn rates was noted. On the left edge (high angles of attack AoA >15 and low speeds below M<0.7), excessive energy loss (airspeed loss) was confirmed. On the right edge of the E-M diagram (M>0.7 and angles of attack AoA<15), there was noticeably insufficient energy loss. The left edge has been corrected, and energy loss has been reduced (closer to the reference points). Work on the right edge continues and will be resolved in a later update. Fixed: Impossible to enter a deep stall. Fixed: Excessive YAW With Roll Inputs in Landing Config. Fixed: FCR entering STT deletes all trackfiles. Fixed: RWS STT returns to search after TMS aft instead of SAM. Fixed: ACM Bore does not lock targets beyond 10nm even with longer range selected. Fixed: FCR TWS target altitude differently rounded between bugged and system targets. Fixed: FCR trackfile information (aspect/speed/etc) are shown as all zeroes when first designating a track file. Fixed: FCR Has a chance to drop track completely when commanding STT on TWS Bugged target. Fixed: Aiming marks recalculate position way too fast. Results in CCIP mark flicker. Fixed: External fuel transfer when AIR SOURCE in RAM. Fixed: A-G Radar image goes sideways when the scanning zone limit is reached. Fixed: AGM-65 VIS next maverick after firing no longer space stabilized/slaved to SPI. Fixed: When radar antenna comes to maximum angle of deflection ground surface render starts its movement within MFD screen. Fixed: FCR does not remember submode after emergency jettison or master mode change Revised/Updated F-16C Early Access Guide New Navigation chapter New Tactical Employment chapter Revised Radio Communications chapter Revised Datalink chapter (work-in-progess) Revised Appendix A - Added more checklists, added checklist index, and added hyperlinks on all checklist pages to return back to main index. Other updates/revisions: Hands-On Controls functions/commands DED pages Autopilot RWR and CMDS Modes DCS: F/A-18C by Eagle Dynamics Fixed crash on weapons avionics. Added Gray Scale on MAP Ground Radar. Fixed: Texture FPU_8A_VMFA251 not found. Fixed: When user creates waypoint names in the editor blank waypoint will use another waypoints name. Fixed: Hot start aircraft sets INS to NAV instead of IFA. DCS: AH-64D by Eagle Dynamics Improvement of the flight model and SCAS. Improvement. The characteristic of the increase in the thrust of the main rotor has been refined in the speed range of 0-10 m/s (the helicopter's behavior at the moment of nose tilt to accelerate and when hovering after deceleration will become more realistic). Improvement. There was overly sensitive yaw control. The sensitivity of the control in the heading channel has been significantly reduced. Now the increase in angular velocity with a 1-inch pedal movement has been reduced by about 25%, which is beneficial for improving the comfort of control. Improvement. There was overly sensitive pitch control. The main rotor rotation characteristics in roll and pitch have been adjusted, which has slightly reduced the control sensitivity in the roll and pitch channels. The VRS (vortex-ring state) phenomenon of the Main rotor. Additional game notification about the VRS phenomenon. The player has been given the option to turn on sound and visual notifications about the onset of the phenomenon and its progress. Enabling/disabling is carried out in the SPECIAL tab in the module settings. The conditions for the occurrence of the VRS phenomenon on the Main rotor have been reworked. Now the Main rotor "entry" into the VRS phenomenon takes a little longer than before. In addition, the critical vertical descent speed that leads to the appearance of VRS is no longer a "strict" value, which increases the realism of “entering” in VRS mode. During an autorotation landing with the engines running, the helicopter could previously have been in the VRS phenomenon. Fixed Animation of the Main rotor cone tilt disappeared. There was no reaction of the rotor cone to the deflection of the helicopter cyclic stick - Fixed Helicopter SCAS. When hovering with Position Hold enabled, a slight drift would sometimes occur - Fixed Independent deactivation of roll and pitch channel in ATT-hold mode. For ATT-Hold mode, separate disabling has been added in the roll and pitch channels if the disabling conditions have occurred only in one of the channels (previously, both channels were disabled if the disabling conditions occurred only for roll, for example). Displayed on the controls indicator. The efficiency of the SCAS response has been increased when controlling the pilot and in the ATT-Hold (Position, Velocity, Attitude) mode family: When controlling the pilot the SCAS "blurs" the increase in angular velocity from the cyclic stick and pedals, thereby giving the pilot a little more time for piloting accuracy, which increases piloting comfort; In the ATT-Hold mode family the SCAS reacts more sensitively to changes, trying to compensate for the deviation from the specified mode/parameter in the "bud". Helicopter SCAS - known issues When turning ON or OFF the Position-Hold mode, several damped oscillations in roll and/or pitch may occur Added AI George interface enhancements for color-blind players. May be selected in the SPECIAL tab in the module settings. Modify the George-as-CPG interface. Fixed: Graphic glitch with cockpit displays when George finds targets during new Area search. Fixed: Enroute "Distance to Point" value calculated very wrong. Fixed: FIRE MSLS and LASE # TRGT message errors. Fixed: TADS camera clips through model. Fixed; George AI sees the target through the fog. DCS: Mi-24P Hind by Eagle Dynamics Petrovich AI. Added support for new fog system so Petrovich AI wouldn’t see through it. Rockets can be fired when the fire control switch is off - Fixed. ASP-17 Pilot sight brightness adjustment done. DCS: UH-1H Huey by Eagle Dynamics Created and implemented distant engine and main and tail rotors sounds. Adjusted sound radius. DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics Added information about radio channels and frequencies to the kneeboard DCS: CH-47F by Eagle Dynamics Added. Trimmer options Added. Trimming with HAT on stick Added. Windshield wipers Fixed. Wipers knob park position isn’t spring loaded Fixed. Cyclic position for air start Fixed. LCT indicator scale Fixed. Ground crew fail to repair engines Fixed. LCT schedule corrected Fixed. IR strobe pattern for MP Fixed. Ramp visualisation Improved. DASH tweaks Improved. Crew animation become faster when switching seats Improved. Further work on CDU pages DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. Engine degraded with WEP usage DCS: FW-190A-8 by Eagle Dynamics Fixed. Cockpit glass DCS: Supercarrier by Eagle Dynamics Fixed: Dynamic Spawn - Spawn on other players. Fixed: Animation sticking after client exits. Fixed: "Waiting for ATC Status" Message displayed in campaigns. Fixed: IFLOS Lights showing backwards. Fixed: Client doesn't get taxiing permission ("Awaiting requested crew member"). Fixed: No directors - Cat crew only launch 1st aircraft. Fixed: AI carrier taxiing decreased dt, smooth break and pilot view correction. Fixed: Taxi crew stuck in multiplayer with Awaiting crew 1 idle message. Fixed: Wheel chock wont be placed when teleport to hangar (F/A-18C, F-14A/B). Fixed: Velocity limit option works if turned OFF. Fixed: Deck Crew Problems AI F-14s. Fixed: AI on sixpack can't taxi. Fixed: Yellow shirt director repeats 'stop' gesture. Fixed: The director teleports after assigning a player to the next one, apparently teleporting to his initial point. Fixed: Frequent change of commands by the director (Stop - Come forward) when taxi on the deck. Known issues: Forced option 'disable deck crew' don't work - in order to create a mission with the deck crew disabled, you need to disable it in the general options. DCS: F-5E3 Remastered Added animation of shaking elements in the cockpit. Added wingtip shake at high AOA. Added LERX vapor trails. Fixed: RWR Button Dimmer doesn't work as expected. Fixed: Cannot open and close the service hatch panels. Fixed: Incorrect theme loading picture if another theme is applied. Fixed: Static aircraft parking lot. DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed CTD when using VOIP PTT Fixed: Inputs for: Joystick inputs for Autostart / Autoshutdown Radio hats and animations Floodlight, position lights and blower switches WPN/ASE, LMC, ACK/REC switches Fixed: Multicrew flares Fixed: Multicrew target points DCS: SA-342 Gazelle by Polychop Simulations Fixed: Minigun axis limits Fixed: Duplicate HOT and Mistral missile definitions removed DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Missing missing update of the previous DCS patch: 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: JF-17 by Deka Ironwork Simulations Fixed: some tiny bugs of radar/datalink contact fusion DCS Mirage F1 by Aerges Systems: Automatic firing of radar guided missiles is fixed. Fixed 'Nose wheel steering high sensitivity button' not popping out after nose wheel gear lift off, when autostart was performed before. Changed F1CE/BE IDN logic in TE mode - the wide needle will stay at the last valid position instead of going to 0, when a TACAN station is not received. Corrected bug in which, with additional vector selected and no TACAN signal, the wide needle always pointed to the West. Radio: Fixed an issue with radios that were not tuning to Easy Comms frequency, if attempted to do this while being in AR (OFF) mode (but with electric bus power being available). A radio will not be attempted to be autotuned in Easy Comms if it is not currently provided with electric bus power. F1BE: Only TRAP-136 can be used now for Easy Comms frequency autotune from the rear seat. F1BE: With Easy Comms option enabled, TRAP-136 priority is automatically switched to the seat from which the radio dialog was activated. F1BE: Now the other seat radio panel is not affected by Easy Comms autotune. I.e., when TRAP-136 communication is activated from the rear seat, the forward seat panel frequency/mode is not changed, and vice versa. General: Added several Single and Quick Start Afghanistan map missions (Mirage F1 CE, EE and BE). Added Iraq Quick Start and Single missions. Fixed texture of Mirage F1EE weapons panel integral light. Fixed the issue with several weapons appearing rotated 90º on their pylons. DCS: C-101 Aviojet by AvioDev A radio will not be attempted to be autotuned in Easy Comms if it is not currently provided with electric power. Now, in Easy Comms, always a radio of the current seat is used for frequency autotune. Accordingly, the radio priority is automatically switched to that seat. Custom (defined in the module) Belouga BLG66 bombs were replaced by DCS standard ones. Improved textures of CBL200, as well as of AN-M3 and DEFA-553 gun pods. Fixed the issue with several weapons appearing rotated 90º on their pylons. DCS: South Atlantic by RAZBAM Simulations New: Introduction of Winter Textures with emphasis on providing Ultra-High detail around the Falklands Island High-detail custom normal maps for the entire Falkland Islands New Normal maps across Argentina / Chile Improved: Further enhancements to ground vegetation, delivering a more realistic look and feel across the entire map NOTE: June is the summer hemispheres winter and as the default date for the South Atlantic map is June the default will be winter DCS: Kola map by Orbx New: Added Bardufoss Airfield Added Kattila Airfield Improved: Added TACAN at Andoya airfield Added towns next to new airfields Enhancement to the terrain visual quality from lowish level First pass optimization for some blocks Campaigns DCS: F/A-18C Rise of the Persian Lion Campaign by Badger 633 Missions 10 all variants: Dodge not carrying out SEAD, fixed. Missions 8 and 13 all variants: Targets not visible new dust, fixed. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Changes: Removed ‘hot start’ versions. Unfortunately created too much work to support/test. This will mean campaign is restarted, however mission are skippable. Over 100 improvements made to two missions below. Rebuilt missions to override bugs in previous DCS updates. Updated skins for F-16 and bort numbers. Mission 7 - Oil Business Part 1. Wingman would not taxi due to changes on Syria map, causing mission to be unplayable - fixed. Added IMMORTAL MODE for training purposes. Moved SAMs. Moved tankers closer and fixed error. Improved mission ending and flypast flow better. Mission 8 - The Oil Business - Part 2. Fixed bug from ED forums - no mission progression after destroying S-60 artillery sites. Fixed bug as map changed, ground vehicles now route correctly. Dozens of mission tweaks to improve gameplay. Improved attack options for bunker strike, player options, wingman push, audio. Improved ambush location and timings, player options, wingman push, audio. Overall flow of mission after destroying targets. Various cosmetic and naming changes. Strike package now hit more oil derricks. Added smoke effects. Added more infantry and ground units to target area. Saddle fixed. Updated Kneeboard and Mission BRIEF docs. Mission 9 - The Oil Business - Part 3 (Oil Convoys). Fixed bug - no mission progression after arrival raqqa. Over 47 tweaks to improve gameplay implemented/tested. Added Hard Mode with Red Air. Tweaked convoy sizes/lethality. Tweaked timings. Adjusted and added new AAA fire for FX. Tested Air support and improved for F-15E, F-16C escorts. Improved Tanker locations. Updated Kneeboard and Mission BRIEF docs. DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Missions 2 & 3: Player reports not able to "see" other aircraft in the flight via datalink. Confirmed. All missions reviewed and all Link16 settings updated. All missions verified and updated Advanced Waypoint Actions. DCS: P-47D Wolfpack Campaign by Reflected Simulations More accurate formations Larger scale takeoff sequences Miller's Mayhem 2 has a Mk.8 gunsight now for historical accuracy Skin update - kill markings added, correct bort number font Consistent parking spots per squadron Doc updates DCS: P-51D Debden Eagles Campaign by Reflected Simulations Bonus mission fixes More accurate formations DCS: F-16C Arctic Thunder Campaign by Reflected Simulations Typo fixes Finnair skin not showing fixed Mission 1 - ICP buttons remain stuck after auto setup fixed Unlimited fuel option accidentally disabled - fixed Mission 3 - first strikers deactivated just in case the player doesn't pay attention to the AWACS F-5E Aggressors Basic Fighter Maneuvers Campaign by Maple Flag Missions Updated F-5E skins to new Aggressor skins. F-5E Aggressors Air Combat Maneuver Campaign by Maple Flag Missions Updated F-5E skins to new Aggressor skins. DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations Mission 2 – Tutorial fixed for the taxi director update DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations M14 – GBU laser code fixed DCS: F-14B Operation Sandworm Campaign by Sandman Simulations M5 & 7 – Deck rearrangements to enable the taxi director to work correctly DCS: P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations More accurate formations DCS: F/A-18C: Serpent’s Head 2 by Badger633 Missions 8 Super: Carrier variants: Tacan fixed DCS: F-16C First In Weasels Over Syria Campaign All missions - Fixed static object locations following updates to H4 airbase. Mission 10 - Added failsafes to prevent AI mid air collision triggering a mission fail. DCS: F/A-18C Operation Cerberus North by Ground Pounder Sims All missions - Minor adjustment to campaign ATC Mission 1 - Revisited mission for various minor updates and fixes. DCS: A-10CII Iron Flag Campaign by Baltic Dragon All missions: Added new DATALINK capabilities (there are some small issues in some missions that will be polished). Improved quality of communications on FM radio. M01: Updated subtitles for Nellis Departure. Added invulnerability for player and IP during takeoff in case the latter decides to ram into player while holding short of the active. Fixed missing comms with taxi instructions after landing. M02: Updated document with frequencies. Fixed issue with missing approach comms. M03: Fixed missing check-in on mission start. Updated kneeboard with correct frequencies. M04: Fixed missing radio check on mission start. M06: Fixed problems with contacting tanker during AAR part. Updated short versions of the mission. M07: Added TGP for player's flight. Swapped Buzzard flight with newer model of F-16s. Removed stock AI comms blocking VOs M09: Fixed wrong radio presets. Fixed comms with VANDAL flight. M10: Fixed wrong frequency for Darkstar. DCS: F/A-18C Raven One Campaign by Baltic Dragon M03: updated dust / visibility settings; fixed overlapping comms during the attack; player is now invulnerable during IGLA attack. DCS: F/A-18C Raven One Dominant Fury Campaign by Baltic Dragon M10: fixed problems with Tomcats blocking the launch17 points
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Dear all, first of all we would like to wish you a Merry Christmas and/or Happy Holidays. Our apologies that our changelog for this patch has not been published yet. The majority of the team is on vacation at the moment. I will edit this post tomorrow and add our changelog. Thank you for your kind patience and feedback in the meantime. We hope you enjoy Happy Holidays with lots of time for flying! Your Heatblur Team EDIT: With our apologies again, below please find the recent changelog. While not extensive, it mostly brings countless fixes and improvements to our missions and most importantly Training lessons. We hope you enjoy it, and of course as always kindly like to ask for your feedback. Thank you! DCS: F-4E Phantom II by Heatblur Simulations Systems: Fixed Magnetic heading rename causing issues. Systems: Added more precision to light intensity rollers. Sound: Fixed a crash in the aural tone system. Weapons: Bomb Interval knob now supports accelerating INC/DEC. Missions: Fixed FROG-7 issues caused by AI pathfinding changes on the Syria map. Missions: Updated all missions by Reflected with fog. Missions: Updated all missions by Sedlo with fog. Missions: Applied numerous fixes to Training Lessons 01a, 01b, 02, 03 and 04.9 points
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My first serious DCS Modding Project - The Polish Modernised MiG-29AM. It consists of: - Additional Radio, MFD and UFC in cockpit - Changed canopy antenna - New IFF antennas on the nose and strobe lights - English cockpit with custom WZL2 Ekran. (all of that is based on declassified info and photos) - Remove Before Flight models Models in cockpit have some functionality. I'm working on improving them add adding new ones. This version: - has a mission flightplan displayed on the MFD as well as a line to starting waypoint/airfield - the MFD scale/zoom can be changed with two buttons - two most upper buttons on UFC change the active WPT/airfield More features like airfields on mfd and possibly standalone integration with RedK0d's FC3 clickable mod coming in further versions. Big thanks to: Copperhead, Hayds_93, DanTheTomcatEnjoyer and Sokol0210 for helping with mod developement. Mod announcement trailer7 points
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Merry Christmas everyone! I hope you're all having a great time!7 points
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Things I noticed after a quick 20 min flight. Low speed handling in all axes improved, much less twitchy especially yaw Att hold low and high speeds still borked Really does not like to be dived at speed now, couldnt pitch the nose down more than 15 degrees at 100kts without it going nuts Still crabs the same amount in trimmed flight Overall, better than it was.6 points
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Think of it as a third party within a third party. The map is principally developed by Spectre, who works for Obyx for his day job (aka flight sim scenery and probably no surprise that they are officially involved re Kola). Nothing has changed except that at the time, and it was years ago when work first started on this it probably made sense for him to launch through an existing third party, thus razbam given their interest in developing pucarra etc and other assets (back before they went public and lost all confidence). The map update today was fantastic - some of the very best scenery we have in DCS. So the map is being actively worked on, will continue to get developed and is very much a going concern is my understanding.6 points
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So, this may be the single worst title in the gaming universe when it comes to VRAM consumption, especially in VR, and you're going again for overkill sized textures? You haven't learned a thing, have you? DCS World, as it is, is already very problematic in this aspect, why exarcebate the issue even more? ....why?? To please the few close-up screenshot nerds? Is this a screenshot contest game or a practical usable simulator, able to accomodate the largest number of hardware from its user base? Huge thumbs down. I honestly don't understand who makes such decisions, for hardware resources logistic/management when developping modules and maps. It just shows how disconnected ED is from the current issues, IMO.5 points
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Merry Christmas to all. Here's an extremely early access version of the Ford class. Not really concerned with "bug reports" right now but please PM me if you have a conflict with another MOD. For use as an ai asset. Very limited player testing/functionality Here's what works. Weapons, Sensors and ai take off are working. What's not working is landing, the animations for the jet blast deflectors is simplified and the cat shuttles are not working correctly. Model is missing a few small elements due to a texture issue I need to resolve. I will keep this link active for a limited time. A real beta/release is probably 6 months out at least. But she can launch ai aircraft (up to 28) and if nothing else can be used as a background element. USS_Ford_Class_Alpha1.zip Enjoy and once again Merry Christmas5 points
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400% means 4-times more. Which is practically nearly impossible. NM textures by now are 4096x4096 (up to 30MB) as far as I have seen. So having 4-times bigger? Come on.... would be also completely useless. All over-ground objects look like they are made 10-15 years ago (mostly are squares with low poly textures), so why making some aircrtaft looking so much better? Waste to time and pc resources. I hope this is typo.5 points
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мы старались, но не все успели) рады ,что понравилось! Конус - благодаря Вашему сообщению (уже не помню когда) - проверил тогда и заметил, что "отвалилось", не реагирует... и пришлось довольно долго повозиться с ним)) Спасибо за внимательность! ПС. весьма детально поработали с VRS... посмотрели видео реально VRS (на Ми-8), сделали "допрос" летчиков, реально в него попадавших (правда наших, американские только на тренажере его пробовали). Сделали модель "неравномерности" обтекания НВ перед VRS (упрощенную конечно))), и потому при одних и тех же условиях граница VRS (т.е. каждый новая проба/ситуация!) всегда будет не много отличаться в неких пределах из практики. Пересмотрели аэродинамику НВ во время VRS. Не всё успели конечно, там есть еще довольно сложные вещи (как "качания" по крену и тангажу при неподвижной РППУ во время устойчивого VRS), но это уже позже! Но самое существенное ,что удалось, это конечно изменение в путевом управлении! Там много что было сделано!)) В SCAS изменили закон формирования отклика САУ, причем довольно сильно изменили, как и указано в ченжлоге)) рады, что стало лучше))5 points
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Dear all, first of all we would like to wish you a Merry Christmas and/or Happy Holidays. Our apologies that our changelog for this patch has not been published yet. The majority of the team is on vacation at the moment. I will edit this post tomorrow and add our changelog. Thank you for your kind patience and feedback in the meantime. We hope you enjoy Happy Holidays with lots of time for flying! Your Heatblur Team EDIT: Below please find the changelog, our apologies again for the delay. Most importantly this update brings significant improvements to the AWG-9 TWS combining and splitting, especially with an airborne Phoenix underway. This should yield far more effective employment of the AIM-54 and radar in high threat density environments or where a Phoenix would otherwise fail when tracks would drop or diverge. Attached are some images of the before and after state of such scenarios and how the AWG-9 previously could incorrectly extrapolate tracks when splitting or combining tracks, leading to trashed Phoenixes. Enjoy smacking down those enemy groups more effectively with your AWG-9/Phoenix combo! DCS: F-14 Tomcat by Heatblur Simulations Significantly improved TWS: Improved track combining and splitting Fixed tracks shooting off at high speed strange angles Fixed tracks under missile attack being trashed when combined Link4C improvements: Fixed auto address on kneeboard working away from ground crew Fixed rx/tx enabled on old frequency after frequency change Fixed Link4C in multicrew Prioritize transmitted Link4C tracks Increased displayable Link4C tracks to accommodate all participants (4+1 each, max 3 others in net)4 points
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So i have found all the correct names on the luas and the textures folder to match the new system. @Tomcatter87 i dont have all the skins from the packages in the files repository, only several ones, my favourite ones, but those like Tomcatter87, the moment he check the content of this pack, it will be easy to adapt the rest. Some hints: 1.-The prefix low_ inside the description.lua of each skin on the left side should be deleted. On the right side is not needed but for clarity you can delete also the same low_ prefix BUT then you must delete the same low_ prefix inside the textures folder of each skin, for every texture file 2.-Inside the description.lua apart from deleting low_ prefix there is a line that is using stock roughmet files. The line is: {"KS-3A_Fus_Back", ROUGHNESS_METALLIC ,"KS_3A_Fus_Back_RoughMet",true}; As you see on the lua , every line is S3BViking, except this one that is KS_3A 3.- For the refueling pod you must delete everything in front of RefuellingPod_Diffuse/Normal/RoughMet And thats all. Im packing and linking some skins working, but those are not all skins available out there. Just extract the folders insidde liveries folder in users on the S-3B tanker folder. If you dont have one, just create the folder. https://drive.google.com/file/d/1zfaeHfcrOcy84S465RF_QZv7XhXQw6sW/view?usp=sharing4 points
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Hi folks, after last update weapons are broken, HOTFIX is in the way, please be patient. Привет, народ, после последнего обновления оружие сломалось, скоро выйдет исправление, пожалуйста, наберитесь терпения. DCS : DCS 2.9.11.4686 - 24/12/20244 points
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А чё не так-то? Палубную команду дали, Фантом дали, Чинук дали, ракеты дорабатывают, разброс у НАРов подтянули, сценарные кампании новые в продаже. МиГ-29, вон, - первый среди красных full fidelity от ED, в активной разработке. Даже заявили, что МиГ-23 может появиться в будущем. И пр., и пр. Карты Ирака и Афганистана пока страшненькие расстраивают только. Ждём, что нового ещё покажут. Очень интересно.4 points
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Нормальные результаты! Обычные. Все движется, как и всегда. И потихоньку рождаются шедевры! Ну, конечно есть, что пнуть ногой. Но я лично в своих ожиданиях не обманут. Ибо я давно тут и знаю, как все происходит.4 points
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4 points
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Last year several updated models(S3, B52, B1) was released. Some were disappointed these didn't match the vidoes shown. Turned out they super high def models was supposed to come as a paid pack together with some super high quality ground assets) these seem to now have come out for free. Which is a fantastic gesture from ED.4 points
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1) that will be solved with a virtual keyboard system in the future 2) good idea. probably also easy to realize by the community once we open up jester modding4 points
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4 points
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Added free pack of high fidelity 3D models. Assets free of charge: B-1B, B-52H, S-3B (and tanker), SA-10 (S-300 SAM), M1A2, M1A2C SEP v3, MRAP MaxxPro, Centurion C-RAM. DCS-core Added a new Spotting Dots option which is replacing the “improved spotting dots” option. Improved spotting dots functionality which makes spotting dots independent from zoom FOV will be active all the time now. With new “Spotting Dot” setting you will be able to set: OFF - to switch spotting dots off completely AUTO - automatic spotting dot size calculation based on monitor or VR hardware parameters (how it worked before) 1 pixel size spotting dots 2 pixel size spotting dots Also this setting is added to the mission editor and can be enforced through mission. Spotting dots. Quad views peripheral render target spotting dot size forced to size 1 if dots are on Sound. New mortar and cannon sounds and shells sonic boom sound added AI Aircraft. if an AI AV-8B is set to takeoff from ground or takes off from a FARP, they will vertically climb to ~1000ft and then stop, immediately nose over, and crash - fixed AI Aircraft. AI incorrect half loop maneuver calculation for the attack ending in ground collision - fixed AI Aircraft. MQ-1A/RQ-1A Predator. Corrupt damage model - fixed AI Aircraft. Aircraft AI can spot ground and air units through dense fog - fixed AI Aircraft. Adjusted KC135 to maintain 25 degrees angle of bank for every turn AI Aircraft. Helicopter AI calculate evasive maneuvers above water using sea floor and not water level altitude which ends up in crashes into water sometime - fixed AI Aircraft. When AI helicopter has "Ground Escort" task set, it stops using flares for IR missile defense - fixed AI Aircraft. Caucasus. Adler airfield. The AI wingman stands in line behind the parked lead aircraft and stops - fixed AI Aircraft. AI pilots look left when taking off from Supercarrier - fixed. AI Ships. Submarine water trail visible when submerged - fixed. AI Ground. Sounds from some vehicles fade over time - fixed Weapons. SA-2. V-750 missile. Decreased G-limit from 17 to 6. Weapons. SA-3, 5V27 missile. Decreased G-limit from 16 to 6. Decreased counter-countermeasures level. Change liquid motor smoke tail to solid fuel. Decreased size of motor smoke plume. Weapons. SA-5, 5V28 missile. Slightly decreased G-limit from 12 to 10. Slightly decreased counter-countermeasures level. Decreased second stage smoke transparency. Weapons. Kh-25 and Kh-29 missile family. Total autopilot and seeker upgrade. Weapons. AGM-88. Adjusted motor smoke. Added param of transparency of motor smoke depends on temperature (altitude). Weapons. AIM-9 family. Smoke transparency tuning. Weapons. Sea Dart SAM. Fuze parameters adjusted. Weapons. AIs interceptors will be able to intercept cruise missiles. Weapons. SM SAM. First SM missile goes to zenit without guidance to target - fixed. Weapons. Improved BLG-66 Belouga bomblets release sequence Weapons. Added new loadout definitions for AUF2 double point pylons with different bombs (Mirage F1 usage) Weapons. Now Air-to-Air IR missiles take into account the transparency and density of fog when calculating the visibility range of a target. Weapons. AIM-120. Changed coefficient of guidance system to increase agility to counter of the high-G roll maneuver. Graphics. IR marker beam visible in daytime TV display - fixed. ME. Added trigger "Smoke Marker Stop" and "Smoke Marker on Unit Stop” for the coloured target marking smoke. ME. Added trigger functionality to allow individual drawings to be shown or hidden ME. Improved advanced waypoint action for unload more than one cargo ability ME. Cargo without the flag OBJECT CANNOT BE CARGO is still in the ALL CARGO radio menu - Fixed. () ME. Multi-select tool. impossible to rotate any units when loading into a mission with units already placed, or loading in templates - fixed Scripting API. Experimental fix for server crash after world.removeJunk being used (hosters please test, we are looking for feedback) DCS: F-16C Viper by Eagle Dynamics Improved HUD Limited Refresh Rate (made airspeed, altitude and acceleration update rates fixed at a set refresh rate. As such, faster rates of change will result in skipped values. The acceleration updates are slightly faster than velocity and acceleration). Improvement - Specific excess power. Based on user feedback, the difference in energy loss in the FM and E-M diagrams of instantaneous turn rates was noted. On the left edge (high angles of attack AoA >15 and low speeds below M<0.7), excessive energy loss (airspeed loss) was confirmed. On the right edge of the E-M diagram (M>0.7 and angles of attack AoA<15), there was noticeably insufficient energy loss. The left edge has been corrected, and energy loss has been reduced (closer to the reference points). Work on the right edge continues and will be resolved in a later update. Fixed: Impossible to enter a deep stall. Fixed: Excessive YAW With Roll Inputs in Landing Config. Fixed: FCR entering STT deletes all trackfiles. Fixed: RWS STT returns to search after TMS aft instead of SAM. Fixed: ACM Bore does not lock targets beyond 10nm even with longer range selected. Fixed: FCR TWS target altitude differently rounded between bugged and system targets. Fixed: FCR trackfile information (aspect/speed/etc) are shown as all zeroes when first designating a track file. Fixed: FCR Has a chance to drop track completely when commanding STT on TWS Bugged target. Fixed: Aiming marks recalculate position way too fast. Results in CCIP mark flicker. Fixed: External fuel transfer when AIR SOURCE in RAM. Fixed: A-G Radar image goes sideways when the scanning zone limit is reached. Fixed: AGM-65 VIS next maverick after firing no longer space stabilized/slaved to SPI. Fixed: When radar antenna comes to maximum angle of deflection ground surface render starts its movement within MFD screen. Fixed: FCR does not remember submode after emergency jettison or master mode change Revised/Updated F-16C Early Access Guide New Navigation chapter New Tactical Employment chapter Revised Radio Communications chapter Revised Datalink chapter (work-in-progess) Revised Appendix A - Added more checklists, added checklist index, and added hyperlinks on all checklist pages to return back to main index. Other updates/revisions: Hands-On Controls functions/commands DED pages Autopilot RWR and CMDS Modes DCS: F/A-18C by Eagle Dynamics Fixed crash on weapons avionics. Added Gray Scale on MAP Ground Radar. Fixed: Texture FPU_8A_VMFA251 not found. Fixed: When user creates waypoint names in the editor blank waypoint will use another waypoints name. Fixed: Hot start aircraft sets INS to NAV instead of IFA. DCS: AH-64D by Eagle Dynamics Improvement of the flight model and SCAS. Improvement. The characteristic of the increase in the thrust of the main rotor has been refined in the speed range of 0-10 m/s (the helicopter's behavior at the moment of nose tilt to accelerate and when hovering after deceleration will become more realistic). Improvement. There was overly sensitive yaw control. The sensitivity of the control in the heading channel has been significantly reduced. Now the increase in angular velocity with a 1-inch pedal movement has been reduced by about 25%, which is beneficial for improving the comfort of control. Improvement. There was overly sensitive pitch control. The main rotor rotation characteristics in roll and pitch have been adjusted, which has slightly reduced the control sensitivity in the roll and pitch channels. The VRS (vortex-ring state) phenomenon of the Main rotor. Additional game notification about the VRS phenomenon. The player has been given the option to turn on sound and visual notifications about the onset of the phenomenon and its progress. Enabling/disabling is carried out in the SPECIAL tab in the module settings. The conditions for the occurrence of the VRS phenomenon on the Main rotor have been reworked. Now the Main rotor "entry" into the VRS phenomenon takes a little longer than before. In addition, the critical vertical descent speed that leads to the appearance of VRS is no longer a "strict" value, which increases the realism of “entering” in VRS mode. During an autorotation landing with the engines running, the helicopter could previously have been in the VRS phenomenon. Fixed Animation of the Main rotor cone tilt disappeared. There was no reaction of the rotor cone to the deflection of the helicopter cyclic stick - Fixed Helicopter SCAS. When hovering with Position Hold enabled, a slight drift would sometimes occur - Fixed Independent deactivation of roll and pitch channel in ATT-hold mode. For ATT-Hold mode, separate disabling has been added in the roll and pitch channels if the disabling conditions have occurred only in one of the channels (previously, both channels were disabled if the disabling conditions occurred only for roll, for example). Displayed on the controls indicator. The efficiency of the SCAS response has been increased when controlling the pilot and in the ATT-Hold (Position, Velocity, Attitude) mode family: When controlling the pilot the SCAS "blurs" the increase in angular velocity from the cyclic stick and pedals, thereby giving the pilot a little more time for piloting accuracy, which increases piloting comfort; In the ATT-Hold mode family the SCAS reacts more sensitively to changes, trying to compensate for the deviation from the specified mode/parameter in the "bud". Helicopter SCAS - known issues When turning ON or OFF the Position-Hold mode, several damped oscillations in roll and/or pitch may occur Added AI George interface enhancements for color-blind players. May be selected in the SPECIAL tab in the module settings. Modify the George-as-CPG interface. Fixed: Graphic glitch with cockpit displays when George finds targets during new Area search. Fixed: Enroute "Distance to Point" value calculated very wrong. Fixed: FIRE MSLS and LASE # TRGT message errors. Fixed: TADS camera clips through model. Fixed; George AI sees the target through the fog. DCS: Mi-24P Hind by Eagle Dynamics Petrovich AI. Added support for new fog system so Petrovich AI wouldn’t see through it. Rockets can be fired when the fire control switch is off - Fixed. ASP-17 Pilot sight brightness adjustment done. DCS: UH-1H Huey by Eagle Dynamics Created and implemented distant engine and main and tail rotors sounds. Adjusted sound radius. DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics Added information about radio channels and frequencies to the kneeboard DCS: CH-47F by Eagle Dynamics Added. Trimmer options Added. Trimming with HAT on stick Added. Windshield wipers Fixed. Wipers knob park position isn’t spring loaded Fixed. Cyclic position for air start Fixed. LCT indicator scale Fixed. Ground crew fail to repair engines Fixed. LCT schedule corrected Fixed. IR strobe pattern for MP Fixed. Ramp visualisation Improved. DASH tweaks Improved. Crew animation become faster when switching seats Improved. Further work on CDU pages DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. Engine degraded with WEP usage DCS: FW-190A-8 by Eagle Dynamics Fixed. Cockpit glass DCS: Supercarrier by Eagle Dynamics Fixed: Dynamic Spawn - Spawn on other players. Fixed: Animation sticking after client exits. Fixed: "Waiting for ATC Status" Message displayed in campaigns. Fixed: IFLOS Lights showing backwards. Fixed: Client doesn't get taxiing permission ("Awaiting requested crew member"). Fixed: No directors - Cat crew only launch 1st aircraft. Fixed: AI carrier taxiing decreased dt, smooth break and pilot view correction. Fixed: Taxi crew stuck in multiplayer with Awaiting crew 1 idle message. Fixed: Wheel chock wont be placed when teleport to hangar (F/A-18C, F-14A/B). Fixed: Velocity limit option works if turned OFF. Fixed: Deck Crew Problems AI F-14s. Fixed: AI on sixpack can't taxi. Fixed: Yellow shirt director repeats 'stop' gesture. Fixed: The director teleports after assigning a player to the next one, apparently teleporting to his initial point. Fixed: Frequent change of commands by the director (Stop - Come forward) when taxi on the deck. Known issues: Forced option 'disable deck crew' don't work - in order to create a mission with the deck crew disabled, you need to disable it in the general options. DCS: F-5E3 Remastered Added animation of shaking elements in the cockpit. Added wingtip shake at high AOA. Added LERX vapor trails. Fixed: RWR Button Dimmer doesn't work as expected. Fixed: Cannot open and close the service hatch panels. Fixed: Incorrect theme loading picture if another theme is applied. Fixed: Static aircraft parking lot. DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed CTD when using VOIP PTT Fixed: Inputs for: Joystick inputs for Autostart / Autoshutdown Radio hats and animations Floodlight, position lights and blower switches WPN/ASE, LMC, ACK/REC switches Fixed: Multicrew flares Fixed: Multicrew target points DCS: SA-342 Gazelle by Polychop Simulations Fixed: Minigun axis limits Fixed: Duplicate HOT and Mistral missile definitions removed DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Missing missing update of the previous DCS patch: 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: JF-17 by Deka Ironwork Simulations Fixed: some tiny bugs of radar/datalink contact fusion DCS Mirage F1 by Aerges Systems: Automatic firing of radar guided missiles is fixed. Fixed 'Nose wheel steering high sensitivity button' not popping out after nose wheel gear lift off, when autostart was performed before. Changed F1CE/BE IDN logic in TE mode - the wide needle will stay at the last valid position instead of going to 0, when a TACAN station is not received. Corrected bug in which, with additional vector selected and no TACAN signal, the wide needle always pointed to the West. Radio: Fixed an issue with radios that were not tuning to Easy Comms frequency, if attempted to do this while being in AR (OFF) mode (but with electric bus power being available). A radio will not be attempted to be autotuned in Easy Comms if it is not currently provided with electric bus power. F1BE: Only TRAP-136 can be used now for Easy Comms frequency autotune from the rear seat. F1BE: With Easy Comms option enabled, TRAP-136 priority is automatically switched to the seat from which the radio dialog was activated. F1BE: Now the other seat radio panel is not affected by Easy Comms autotune. I.e., when TRAP-136 communication is activated from the rear seat, the forward seat panel frequency/mode is not changed, and vice versa. General: Added several Single and Quick Start Afghanistan map missions (Mirage F1 CE, EE and BE). Added Iraq Quick Start and Single missions. Fixed texture of Mirage F1EE weapons panel integral light. Fixed the issue with several weapons appearing rotated 90º on their pylons. DCS: C-101 Aviojet by AvioDev A radio will not be attempted to be autotuned in Easy Comms if it is not currently provided with electric power. Now, in Easy Comms, always a radio of the current seat is used for frequency autotune. Accordingly, the radio priority is automatically switched to that seat. Custom (defined in the module) Belouga BLG66 bombs were replaced by DCS standard ones. Improved textures of CBL200, as well as of AN-M3 and DEFA-553 gun pods. Fixed the issue with several weapons appearing rotated 90º on their pylons. DCS: South Atlantic by RAZBAM Simulations New: Introduction of Winter Textures with emphasis on providing Ultra-High detail around the Falklands Island High-detail custom normal maps for the entire Falkland Islands New Normal maps across Argentina / Chile Improved: Further enhancements to ground vegetation, delivering a more realistic look and feel across the entire map NOTE: June is the summer hemispheres winter and as the default date for the South Atlantic map is June the default will be winter DCS: Kola map by Orbx New: Added Bardufoss Airfield Added Kattila Airfield Improved: Added TACAN at Andoya airfield Added towns next to new airfields Enhancement to the terrain visual quality from lowish level First pass optimization for some blocks Campaigns DCS: F/A-18C Rise of the Persian Lion Campaign by Badger 633 Missions 10 all variants: Dodge not carrying out SEAD, fixed. Missions 8 and 13 all variants: Targets not visible new dust, fixed. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Changes: Removed ‘hot start’ versions. Unfortunately created too much work to support/test. This will mean campaign is restarted, however mission are skippable. Over 100 improvements made to two missions below. Rebuilt missions to override bugs in previous DCS updates. Updated skins for F-16 and bort numbers. Mission 7 - Oil Business Part 1. Wingman would not taxi due to changes on Syria map, causing mission to be unplayable - fixed. Added IMMORTAL MODE for training purposes. Moved SAMs. Moved tankers closer and fixed error. Improved mission ending and flypast flow better. Mission 8 - The Oil Business - Part 2. Fixed bug from ED forums - no mission progression after destroying S-60 artillery sites. Fixed bug as map changed, ground vehicles now route correctly. Dozens of mission tweaks to improve gameplay. Improved attack options for bunker strike, player options, wingman push, audio. Improved ambush location and timings, player options, wingman push, audio. Overall flow of mission after destroying targets. Various cosmetic and naming changes. Strike package now hit more oil derricks. Added smoke effects. Added more infantry and ground units to target area. Saddle fixed. Updated Kneeboard and Mission BRIEF docs. Mission 9 - The Oil Business - Part 3 (Oil Convoys). Fixed bug - no mission progression after arrival raqqa. Over 47 tweaks to improve gameplay implemented/tested. Added Hard Mode with Red Air. Tweaked convoy sizes/lethality. Tweaked timings. Adjusted and added new AAA fire for FX. Tested Air support and improved for F-15E, F-16C escorts. Improved Tanker locations. Updated Kneeboard and Mission BRIEF docs. DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Missions 2 & 3: Player reports not able to "see" other aircraft in the flight via datalink. Confirmed. All missions reviewed and all Link16 settings updated. All missions verified and updated Advanced Waypoint Actions. DCS: P-47D Wolfpack Campaign by Reflected Simulations More accurate formations Larger scale takeoff sequences Miller's Mayhem 2 has a Mk.8 gunsight now for historical accuracy Skin update - kill markings added, correct bort number font Consistent parking spots per squadron Doc updates DCS: P-51D Debden Eagles Campaign by Reflected Simulations Bonus mission fixes More accurate formations DCS: F-16C Arctic Thunder Campaign by Reflected Simulations Typo fixes Finnair skin not showing fixed Mission 1 - ICP buttons remain stuck after auto setup fixed Unlimited fuel option accidentally disabled - fixed Mission 3 - first strikers deactivated just in case the player doesn't pay attention to the AWACS F-5E Aggressors Basic Fighter Maneuvers Campaign by Maple Flag Missions Updated F-5E skins to new Aggressor skins. F-5E Aggressors Air Combat Maneuver Campaign by Maple Flag Missions Updated F-5E skins to new Aggressor skins. DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations Mission 2 – Tutorial fixed for the taxi director update DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations M14 – GBU laser code fixed DCS: F-14B Operation Sandworm Campaign by Sandman Simulations M5 & 7 – Deck rearrangements to enable the taxi director to work correctly DCS: P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations More accurate formations DCS: F/A-18C: Serpent’s Head 2 by Badger633 Missions 8 Super: Carrier variants: Tacan fixed DCS: F-16C First In Weasels Over Syria Campaign All missions - Fixed static object locations following updates to H4 airbase. Mission 10 - Added failsafes to prevent AI mid air collision triggering a mission fail. DCS: F/A-18C Operation Cerberus North by Ground Pounder Sims All missions - Minor adjustment to campaign ATC Mission 1 - Revisited mission for various minor updates and fixes. DCS: A-10CII Iron Flag Campaign by Baltic Dragon All missions: Added new DATALINK capabilities (there are some small issues in some missions that will be polished). Improved quality of communications on FM radio. M01: Updated subtitles for Nellis Departure. Added invulnerability for player and IP during takeoff in case the latter decides to ram into player while holding short of the active. Fixed missing comms with taxi instructions after landing. M02: Updated document with frequencies. Fixed issue with missing approach comms. M03: Fixed missing check-in on mission start. Updated kneeboard with correct frequencies. M04: Fixed missing radio check on mission start. M06: Fixed problems with contacting tanker during AAR part. Updated short versions of the mission. M07: Added TGP for player's flight. Swapped Buzzard flight with newer model of F-16s. Removed stock AI comms blocking VOs M09: Fixed wrong radio presets. Fixed comms with VANDAL flight. M10: Fixed wrong frequency for Darkstar. DCS: F/A-18C Raven One Campaign by Baltic Dragon M03: updated dust / visibility settings; fixed overlapping comms during the attack; player is now invulnerable during IGLA attack. DCS: F/A-18C Raven One Dominant Fury Campaign by Baltic Dragon M10: fixed problems with Tomcats blocking the launch4 points
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3 points
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For many of us, Christmas begins on the evening of December 24. And again, an eventful year is soon coming to an end. DCS has given helicopter pilots, in particular, a lot of joy with new models like the CHINOOK, more details at ground level, and a flyable Apache. It will probably be 2028 before we have explored all the new maps in the helicopter at low altitudes. In 2025, many new modules and maps will surprise and keep us entertained. ***I wish everyone a Merry Christmas and a Happy New Year. But above all, stay healthy and peaceful.*** Pour beaucoup d'entre nous, Noël commence le soir du 24 décembre. Et une fois de plus, une année riche en événements s'achève bientôt. DCS nous a donné beaucoup de joie, en particulier à nous, pilotes d'hélicoptères, avec de nouveaux modèles comme le CHINOOK, plus de détails au niveau du sol et un Apache pilotable. Il faudra probablement attendre 2028 pour que nous ayons exploré toutes les nouvelles cartes en hélicoptère à basse altitude. En 2025, de nombreux nouveaux modules et cartes nous surprendront et nous amuseront. ***Je souhaite à tous un joyeux Noël et une bonne année. Mais surtout, restez en bonne santé et en paix.*** Für viele von uns beginnt Weihnachten ja bereits am Abend des 24. Dezember. Und wieder geht bald ein Ereignisreiches Jahr dem Ende zu. Besonders uns Hubschrauberfliegern hat DCS mit neuen Modellen wie der CHINOOK , mehr Details in Bodennähe und einer flieg baren Apache viel Freude gemacht. Bis wir im Heli all die Neuen Maps im Tiefflug erkundet haben werden wird es wohl 2028 werden. Auch 2025 werden uns viele neu Überraschungen Module und wohl auch Maps die Zeit kurzweilig gestalten. ***Ich wünsch allen frohe Weihnachten und ein guten Rutsch ins neue Jahr. Vor allem aber Bleibt gesund und friedlich.***3 points
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As of the new patch Infrared missiles (fox 2) are much harder if not impossible to flare. The tested missiles were the Aim-9M, R-73, and R-27T. Yes, we were out of afterburner doing these tests. Prior to this patch these missiles would have been flared off even at these ranges. Track files and Tacview are shown to back up my claim. server-20241224-174944.trk Tacview-20241224-174950-DCS-Host-1v1 miz2.zip.acmi server-20241224-174211.trk3 points
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Dear all, first of all we would like to wish you a Merry Christmas and/or Happy Holidays. Our apologies that our changelog for this patch has not been published yet. The majority of the team is on vacation at the moment. I will edit this post tomorrow and add our changelog. Thank you for your kind patience and feedback in the meantime. We hope you enjoy Happy Holidays with lots of time for flying low above a snowy canopy of woods! Your Heatblur Team EDIT: I realize, I could have posted this right away, my apologies, but this time the changelog again includes updates to the manual only. One thing the team has been working on though, I may share with you in the gif below. Of course, fear not, more updates are planned for the future. Enjoy a traditional Swedish Air Force christmas tree flown by our upcoming J-35 Draken AI asset; which we've recently completely remodeled based on new photogrammetric scans done at the Kraków air museum. DCS: AJS37 Viggen by Heatblur Simulations Updated the manual3 points
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Here are somethings I've noticed after a long test flight: Low speed handling is much better. No more tail whipping like crazy when inputting collective. As you slowly input collective, it will cause the normal torque reactions you would expect from a helicopter, but not crazy oscillations as before; Other collective/tail rotor related thing I noticed is that at high speeds, I could change altitude by "slowly" inputting collective without the tail whipping around or crazy oscillations. In more than one occasion I could input collective hands free of the cyclic. Att Hold: sometimes it tends to accelerate or decelerate, but I learned that I need do counter it by trimming at the desired speed and leaving it there. Alt Hold, on the other hand, is not holding that much. I get a SAS saturated warning, the altitude starts changing, and then right after I get a Altitude Drift warning. Maybe it is my controls, looking at the cockpit cyclic is is trembling up and down. I know my controls are old and use potentiometers, maybe this is causing this oscillations. Crabbing: it does crabs, but not a lot like before. It tends to compensate for the wind where there is wind, but where there is no cross wind, it seems to be flying much more straight now. Position HOLD: seems to be working fine, tested it with some crosswind and stayed in position. Further tests are needed. From the changelog: Helicopter SCAS - known issues When turning ON or OFF the Position-Hold mode, several damped oscillations in roll and/or pitch may occur The oscillations do occur. It is annoying at first. What I learned to avoid them is to keep the cyclic at the position I want and not move it. Let the oscillations resolve themselves. Although, the helicopter tends to pitch up. I have to input a lot of forward cyclic to counter it, when accelerating from zero speed. Maybe it is related to my curves setting on the controls. I'm using 100% saturation and a 25 curvature. Will test later without the curvature. Ground taxiing: much better. Just push the cyclic forward a bit, set the collective to 30% and here you go. When unlocking the tail wheel, it still tends to snake around, doing S-turns, but it is much less noticeable now. Curves: cyclic curves on my controls were at 60% saturation, on the X and Y axis. Since the controls sensitivity where reduced, I cloud, actually, I needed to get them back to 100 % saturation. It shows how much the response to pilot input has been improved. Overall, a much better experience, no more crazy reactions when inputting a small amount of control, be it cyclic, collective and pedals. All in all, if you behave when inputting controls, the aircraft will behave as well. This didn't happen before. Attached is the track from the long flight test. Apache Flight Test- Post December 24th Patch.trk3 points
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The cirrus clouds are generated by a shader and are not controllable from the mission editor settings unfortunately. One workaround for this would be: 1.) Disable the mod in your mod manager 2.) Make a copy of the mod folder and rename it "bandit648 Weather Mod v15 - no cirrus". 3.) Edit the file \bandit648 weather mod v15 - no cirrus\Bazar\shaders\enlight\cirrus.fx change line 32 to this: static const float cirrusThickness = 0; When you want to fly the middle-east region with no cirrus, just enable the "no cirrus" version of the mod in your mod manager. The "Default" preset will have a completely clear sky.3 points
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I am with you 100% wont click on them either (BTY I became a YouTuber kind of by chance, my channel just grew popular, but I absolutely refuse to do this thumbnails that most people do nowadays , they look dumb to me).3 points
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I noticed the _low part when the S-3 tanker lua was modified and thought this might be a foreshadowing of the payware assets pack that was rumored. So I'm happy to see we get even better models for free (for my part, the new S-3, B-52 and B-1 already looked great, but well, better is better, I guess). I'm pretty confident we can modify the description file for our livery to get the skins working again. Hope it will be the last time I gotta update the lua though3 points
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From 40 in VR on other modules I went to 10 in the F-5e "remastered". I didn't had it before last patch so I don't know how it was before. When starting for the first time on Syria map free flight the cockpit was fully loaded but before I hit fly the FPS looked normal in the 40+. When I hit fly... gone. 10-12FPS Same if jet is powered down on ground. FPS is in the bin. Caucasus, Syria Mariana... same.3 points
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Merry Christmas CH and also to your family, I hope you all have a Merry Christmas. Timex 33 points
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5x actually. ‘Increased by 10%’ = 110% so ‘increased by 400%’ = 500%3 points
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Because ED were busy implementing LSO flares instead... Yes, I'm being facetious, but the prioritising of seemingly random, irrelevant features nobody asked for, when there are mind numbingly obvious things that need to be addressed, gets frustrating.3 points
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Well, you're just going to have to trust me then, aren't you.3 points
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Put 10 of these side to side in an airfield and you'll be looking at (very beautiful) single digit FPS. Screenshot simulator as you said.3 points
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Merry Christmas Gents! @tobi @Eight Ball Really appreciate everything you have done for the community this year and what you plan on contributing in 2025. You have far exceeded what I ever expected out of a mod maker that provides free content to their community. You guys are stellar and all the hard work is beyond appreciated. Look forward to your future content. Happy New Year a little early!3 points
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https://www.digitalcombatsimulator.com/upload/userfiles/e75/rfplvz5whazh28pawkwiwoeu8kwhni9u/bandit648_Weather_Mod_v15.zip 12/24/2024 - Updated to version 15 -Updated files for compatibilty wit DCS version 2.9.11.46863 points
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3 points
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Одиночная миссия для поршневой авиации, вы сами выбираете самолёт и тем, чем будете заниматься. Свободный выбор действий. Озвучены все действия пилота и противника. Добавлены новые механики игры, а также захват аэродромов, получение дополнительных задач, визуализация союзника и противника, подводная, надводная техника, авиация, противник теперь реагирует на ваши действия в миссии. Добавлена инструкция как сохранить свой прогресс в игре и продолжить в любое удобное время не начиная миссию с начала. Вас ждёт и юмор, и трагедия. Гарантирую максимальное погружение в атмосферу военного фронта.2 points
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That rather depends on how the rendering engine works and its built-in optimization. If we assume DCS's rendering engine and in your hypothetical case a city is user-built (in ME) by adding one object (building, street, lamp, car, fence, whatever) after the other, then the result will be orders of magnitude worse than if that same conglomeration of objects was created in a 3D app (like 3ds Max or Maya), processed, optimized (!!!) and added as a single object (that's how it's usually done). The reason for this is that the latter requires only a single call to GPU draw: fully scale the draw call over all available GPU cores (with many single smaller objects this doesn't scale well), with all vertices having to be camera-transformed just once (especially those that are shared: if two buildings touch walls there are a number of vertices that can be eliminated during optimization - in cities that happens a lot), all textures loaded once, all LOD texture calculations being done once, and the entire thing is then z-transformed and drawn once. For thousands of little objects, there'd be next to no scale effect on transformations, millions if not billions of pixel double-processing (the same pixel being dawn over and over by different objects), same for texture buffering and LOD, making the result greatly less efficient and a much greater drain on performance. Note that this is only true for scenes rendered with painter's algorithm (almost all are, ray-tracing as main algorithm as in RTX isn't standard yet because of its highly inefficient method). IIRC, DCS uses the painter's algorithm. So, I expect that a city built from individually placed objects in ME would have an exponentially worse (by number of objects) performance curve compared to exactly the same set of source objects, pre-optimized and professionally pre-processed into a single object.2 points
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I freshly installed dcs today after a recent reformat to try out the new patch and noticed the AI rose looks different, I had no issues utilizing george as usual. Maybe try reinstalling the module. Tested on Caucasus live fire instant action.2 points
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2 points
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Looks like the prompt fix to low speed SEP is nicely done, great job.2 points
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And here I am; Thrilled when I get 40fps, yet content if I get above 20fps Yes, I know, I need a new pc (just waiting for that winning lottery ticket)2 points
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2 points
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