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Showing content with the highest reputation on 02/19/25 in Posts
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https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.13.6818/ Introduced a new terrain module: DCS: East Afghanistan Map by Eagle Dynamics DCS Core Added method for IR missiles seekers to react on flares before missile launch (from cockpit). Each module needs to add usage of this functionality separately. AI Aircraft. Aircraft without RWR will be able to detect incoming missiles only visually at close distance, not BVR. AI Aircraft. AI rejoin lead pursuit rules and timings were adjusted for better experience. AI Aircraft. AIs anti-ship aircraft with Kh-35 missiles do not attack - fixed. AI Aircraft. AIs can't launch AGM-84E in some cases - fixed. AI Aircraft. B-52H has random landing gear failure on runway 21L NTTR for both air start and ground start aircraft - fixed. AI Aircraft. Mi-28 explodes during start from a small little helipad - fixed. AI Aircraft. MiG-31 cannot be destroyed if shot from directly behind - fixed. AI Aircraft. Parked AIs switch from normal position to upside down (dedicated server only) - fixed. AI Aircraft. S-3B refuelling pod lights texture correction was done. AI Aircraft. S-3B tanker has issues refuelling some AI aircraft in certain conditions - fixed. AI Aircraft. Sometimes AI aircraft park into space of not fitting size after landing - fixed. AI Aircraft - Added Tactical Turns. When flying as a 2 ship, with human lead AI is now able to perform on command tactical turn, Use radio menu to command. AI Ground. Artillery doesn't shoot at the second target - fixed. AI Ground. China Asset Pack: HQ-7B radar and launcher units revised (Thanks to currenthill). AI Ground. CIWS shoots above the target- fixed. AI Ground. Scout HL with DShK gun traversal angles adjusted. AI Navy. "Moscow" cruiser can't fire all 16 P-500 missiles - fixed. AI Navy. China Asset Pack: 052B, 052C, and 054A revised (Thanks to currenthill). AI Navy. Fixed the lack of smoke on the Kuznetsov 2017 aircraft carrier. Graphics. Added two options for SSAO effect - "Low" and "High". Graphics. Adjusted IR appearance of clouds; reduced cloud temperature for FLIR devices. Graphics. Raindrops functionality changes when different aircraft cockpits entered in MP - fixed. Graphics. Several shaders compilation errors - fixed. ME. A fog/haze can appear in a new unsaved mission - fixed. Fog setting will not be inherited from a previously launched mission. ME. Anti air ground units can’t be set to attack specific air units - fixed. ME. Briefing pictures change issues - fixed. ME. GUI Error when deleting a waypoint with a task - fixed. ME. Sometimes unit heading value can become "-1" - fixed. ME. Static units could not be rotated via widget buttons - fixed. MP. Dedicated server can start from random mission in shuffle mode now. MP. Dedicated server keeps fog setting from previous mission - fixed. MP. On dedicated server AI helicopters sling load rope glitching and extending - fixed. MP. Random camera rotation at spawn on client - fixed. MP. Server crash when cargo destroy() whilst hooked - fixed. Radio transmission leaves constant static noise - fixed. Scripting API. Added possibility to pass args and return values from mission scripting a_do_script() and a_do_file() APIs. Triggers. 'Missile In Zone' Trigger doesn't work for Kh-41 missile - fixed. Weapon. AIM-9P3, AIM-9P5, AIM-9JULI. The low-smoke motors of these missiles will produce denser smoke as altitude increases and temperatures decrease. AIM-9M and AIM-9X already do so. Weapon. BGM-109 Tomahawk will no longer perform cruise fly at high altitude, only at low altitude. Weapon. China Asset Pack: HQ-7B, HQ-16, and HHQ-9 missiles revised (Thanks to currenthill). Weapon. China Asset Pack: YJ-12 missile switch to ED’s edition. Weapon. SA-3 5V27 missile will not guide during booster stage. Weapon. SA-5, 5М28 missile. Engine smoke of second stage tuned. Added inversion contrail at low temperatures. Weapon. SAM SA-2/3. Added realistic missile trajectory fluctuations due to older generation radar angular inaccuracy. Weapon. Several negative drag errors in logs - fixed. World. AI Helicopter cannot land if in the range to 400 m placed Comm Tower due to oversize of bounding box - corrected. World. US National Geospatial-Intelligence Agency released the WMM update, 2025-2030 data. Its data has been integrated into the DCS magnetic variation interface. 3D models. Fixed season textures for HEMTT tanker trucks. 3D models. Fixed the disappearance of TLC fragments in some camera positions. DCS: F-16C Viper by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Added Throttle OFF/IDLE Mouse Click on the throttle (key command/binding no longer required). Fixed: PDLT cycle with EXP causes freeze/crash. Fixed: Using GMT causes a game crash. Fixed: Special key bind for parking brake / antiskid not working. Fixed: Damage model - Pilot cannot survive any explosive hit. Fixed: Dogfight mode gets stuck in NO RAD. DCS: F/A-18C by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Fixed: AIM-9X doesn't track at the edge of seeker gimbal. Fixed: EXP modes slew range. Fixed: Datalink AWW-13 got stuck after firing AGM-84. Fixed: AUTO release cues don't obey OAP's. Fixed: Wrong IFF Code rejection behaviour. Fixed: Damage model - Pilot cannot survive any explosive hit. DCS: AH-64D by Eagle Dynamics Fixed: Freeze when player crashes. DCS: Mi-24P Hind by Eagle Dynamics Fixed: After 3rd shot of S-24 missile, aiming sight moving mark raise on its own Fixed: Cargo Door not opened when loading side gunners DCS: Supercarrier by Eagle Dynamics Fixed: Collision when parking F/A-18C on Supercarrier Deck Population mission. Fixed: Client is ignored by taxi director when trying to move from a parking slot. Fixed: Carrier deck crew rejects helicopter payload change. Fixed: AI aircraft's launch bar cannot catch catapult shooter correctly. Fixed: "Waiting for ATC Status" Message displayed in campaigns. DCS: F-5E by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Adjusted: M-39 guns mounted on F-5E dispersion adjustment, other aircraft with the same gun can have different dispersion due to other factors like mounting points etc. Fixed: Radar grid is displayed after complete power off - some fixes for radar scale brightness. Fixed IRIAF skins for F-5E Remastered being not localized correctly. Fixed: Damage model - Pilot cannot survive any explosive hit - Pilot hitbox FAR too large. DCS: L-39 by Eagle Dynamics Fixed: Gunsight Target Distance buttons don't work. Fixed: Some errors in the cockpit clickable. DCS: Yak-52 by Eagle Dynamics Fixed. Engine Start Button Cover bindings don't work. Fixed. Chronometer stopwatch minute hand show number of passed hours instead of minutes. Fixed. Smoke apparatus toggle control fails to cycle. Fixed. Cockpit visual recon not functioning. Fixed. Trim Tabs in the Special Menu doesn't affect the plane. Added. Moving throttle now updates the throttle position in the exterior model. Improved. Automatic start-up procedures. DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. 'Engine Degraded' with WEP usage. DCS: P-51 Mustang by Eagle Dynamics Fixed. Landing lamp is covered with non-transparent material. DCS: WWII Assets pack by Eagle Dynamics Ju-88A-4 Fixed. Wrong damage visualisation on distanced LODs. DCS:Black Shark 3 by Eagle Dynamics Fixed ATGM suspension in 2011 version Added Afghanistan instant action missions DCS: Flaming Cliffs 2024 by Eagle Dynamics Su-27. Added Afghanistan instant action missions Su-33. Added Afghanistan instant action missions DCS: Afghanistan by Eagle Dynamics Improved ground noise and vegetation distribution textures for the entire Afghanistan map Improved mid- and far-range ground noise quality for the entire Afghanistan map Improved Normal Map surface textures for the entire Afghanistan map Improved surface textures of settlements and fields Fixed visual errors on small vegetation with SSS shadows enabled Fixed many bugs in incorrect build of geometry of roads, rivers and lakes Improved road network - multiple gaps in major highways removed Improved road network - roads in the terrain are more consistent with the roads on the map in ME Ground vehicles no longer fall through bitumen slab bridges Cars and small objects in static scenes are now aligned with the slopes of the ground Improved unique scenes of the city of Herat Optimized unique airfield scenes Added FLIR textures for civilian traffic models Tarinkot airfield: the size of ground mounds along the runway has been reduced Tarinkot airfield: fixed a bug where the airfield heading and the airfield heading name did not match Tarinkot airfield: fixed helicopter explosion when entering the runway Camp Bastion airfield: the road network, settlements and fields in the vicinity of the airfield have been improved Camp Bastion airfield: ground mounds along the runway no longer obscure the PAPI view Camp Bastion airfield: added night lighting of the airfield Camp Bastion heliport: added night lighting of the airfield Kandahar airfield: added night lighting of the airfield Kandahar airfield: fixed errors in taxiing Kandahar heliport: added night lighting of the airfield Qala i Naw airfield: sharp changes in runway altitude have been corrected DCS Mirage F1 by Aerges General: Fixed the low fps problem in intensive missions with triggers. Systems: AP disconnect/disengage in F1 BE now occurs if pilot's stick 'Autopilot disconnect trigger' or 'Autopilot disengage lever' are activated at any seat. Previously the same switches at different seats were conflicting with each other. Restored INS drift in F1 EE. Fixed small control stick oscillations in pitch with autopilot engaged. Fixed autopilot unable to intercept radials and ILS localizers when in close proximity, but flying with low relative angles. Fixed F1 BE standby horizon roll jitter at forward seat. The F1 BE TO-FROM indicator is functional now at the rear seat. Modified F1 EE IDN logic when no Tacan signal is received and RNAV modes are selected. Input: 'Request AWACS Declare' quick access radio command was added to input. Restored missing trim hat sounds of rear seat pilot's stick in F1 BE. Fixed mixed up animation of 'Autopilot disconnect trigger' and 'Autopilot disengage lever' switches of the pilot's stick. F1 BE rear cockpit stick PTT button is animated now. Fixed stick PTT button animation not releasing with comms menu in certain cases. 'Stick Push-to-talk button' command now moves the stick Push-to-talk button. The command activates Voice Chat communication. 'Alternative Push-to-talk button' clickable control doesn't affect the pilot's stick PTT button animation anymore. Stick and alternative push-to-talk buttons input commands now include 'Voice Chat' in their names for clarity. Pilot's stick 'Search light' (Police light) button is animated now. 'Search light' (Police light) button can't be activated from the rear cockpit of F1 BE anymore. 'Combat flap retract lever' ('Palette volets de combat') is now purely mechanical. I.e. it can be moved without electric power available. Added 'Cycle combat flaps' input command. 'Cannon 300-600m and missile lock/unlock button' input command (forward seat throttle button) can't be activated from F1 BE rear seat anymore. 'Heading selection knob - Clockwise/Counterclockwise' input commands can't be activated from F1 BE rear seat anymore. Heading selector and Omnibearing selector knobs now can be controlled by joystick axes. Fixed Air Conditioning System 'Master valve control switch' keybindings being reverted. All control stick buttons and levers are now under the same category ('Control stick') in DCS Controls Options. Misc: Modified refuelling instant action mission after latest AI changes. The tanker now enters directly into the racetrack pattern, without performing a re-entering maneuver. DCS: C-101 Aviojet by AvioDev Minor changes in input commands naming: 'VOIP' -> 'Voice Chat'. DCS: MiG-21bis by Magnitude 3 Fixed SPO-10’s light operation DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Added: Generator 1 and 2 Reset (clickable and keybindings) Fixed: ADI does not move when mission starts in cold & dark Fixed: Gunsight 100mls wrong setting Fixed: Gunsight brightness Fixed: Background luminosity at night too high Update: Collision model DCS: JF-17 by Deka Ironwork Simulations Update. Now use ME loadout panel to edit GBU and BRM-1 laser code (not applied for LS-6-100) Update. Control indicator Fixed. ME freeze caused by changing laser code of dual GBU loadout on right wing Fixed. Abnormal TACAN program behavior after quit APR TCN mode Fixed. Datalink pod text overlay DCS: F-4E Phantom II by Heatblur Simulations JESTER: Fixed Jester Wheel Radar Target Lock/Focus not using proper icons JESTER: Tweaked Jester to allow locking targets that are not quite dead yet (life <10% instead of 20%) Systems: Updated RWR database (Mirage F-1AX, F-1CX, Aegis search radar, Atlantic Conveyor ship) Systems: Fixed internal wing tanks not feeding when selecting an inexistent external tank Systems: Fixed Pave Spike continuing to rotate with a target after commanding STOW Flight Model: Fixed a bug causing incorrect changes to the total moment of inertia from fuel Inputs: Added self-accelerating INC/DEC binds for Bomb Interval Knob Missions: Frog-7 campaign: Fixed AI taxi crashes and some other AI issues Missions: Training Lesson 1a Startup: Added text to remind to not move the landing gear lever Bugfix with cockpit highlights sometimes not disappearing Missions: Training Lesson 1b Startup: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Re-recorded voiceover for improved quality Missions: Training Lesson 2 Taxi: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Improved trigger conditions for roll checks Missions: Training Lesson 3 Normal Takeoff: Bugfix with cockpit highlights sometimes not disappearing Bugfix to allow users to enable/disable cockpit highlights Missions: Training Lesson 4 Visual Landing: Updated instructions Added Kobuleti landing clearance triggers Ground crew now waits with shutdown request until previous task is done Bugfix with cockpit highlights sometimes not disappearing Missions: Fixed HOBOS missing in related Instant Action Missions Missions: Several Fixes to Instant Action Missions Updated Chinese localization DCS: F-14 Tomcat by Heatblur Simulations Updated Chinese localization and encyclopaedia entries Livery: VF-33 Starfighters AB201 updated - Thanks Yae Sakura! DCS: AJS37 Viggen by Heatblur Simulations Fixed CTD on third spawn in certain missions Fixed a bug with no shadows when mirrors were on Updated the manual Campaigns DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations M2. Possible loss of LOS on ground troops, causing trigger to not fire - FIXED M6. Gunslinger landing spot too close to Ugly 5-1, preventing take off - FIXED DCS: F/A-18C Rising Squall Campaign by INVERTED Custom Liveries - Due to the previous version's modification of the priority rules for liveries files, there should no longer be a situation where the ranking of campaign liveries files is superior to the default liveries files. If you find that this situation still exists, please manually remove the excess files in the 'liveries' folder. The correct liveries files will be named with the prefix [RS1]. M00 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M04 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M10 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M11 - Fixed audio and BGM loss and confusion caused by string stream errors. DCS: P-51D High Stakes Campaign by Dmitry Koshelev All missions received some additional static units for key air bases. All missions have updated weather. DCS: Mi-8MTV2 Oilfield Campaign by Dmitry Koshelev Updated subbase and Maykop airfield objects. Updated weather (added haze for more realistic visibility). Added client CH-47F in to MP mission DCS: Mi-8MTV2 Spring Tension Bug with Mi-28 AI in mission 12 - fixed. DCS: F-5E Aggressors Air Combat Maneuver Campaign by Maple Flag Missions Added an F-5E FC version of the campaign to the package. DCS: F-5E Aggressors Basic Fighter Maneuvers Campaign by Maple Flag Missions Added an F-5E FC version of the campaign to the package. DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations All missions with AAR – a safeguard added to prevent AI stuck with the tanker DCS: F-16C Last Out Weasels Over Syria 2 Campaign by Ground Pounder Sims Mission 9 - Incorrect takeoff time in briefing - fixed. Mission 10 - Rotor TACAN not working - fixed. Mission 12 - Boomer TACAN not working - fixed. Adjusted altitude check trigger during departure phase. Mission 13 - Adjusted altitude check trigger during departure phase. DCS: F-16C First In Weasels Over Syria Campaign by Ground Pounder Sims Mission 1 - Adjusted altitude check trigger at H4 to allow more tolerance. Mission 12 - Minor alteration to campaign complete text. DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Mission 4 - Various minor updates and fixes. DCS: F-5E Black Sea Resolve '79 Campaign by SorelRo Voices redone and more voices added Triggers reworked Navigation aids added, guidance from Overlord when going off-course on long legs. Easier ways to finish a mission Ability of players to select to be Immortal at any time during the missions Ability to report Winchester and Bingo fuel state, this will trigger a win to live and fight another day. Mig-21 and Mig-23 AI flights were tweaked to be more manageable. Pilots fatten up to 1000 kilos in some cases. AI F-4 updated to use the Heatblur F-4E33 points
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Tactical Turns - Flying with an AI Wingman. ONLY AVAILABLE IN THE F/A-18C FOR NOW, COMING SOON FOR THE F-16C AND MORE. As part of our longer term work to improve AI behaviour and realism we are introducing tactical turns - Tac Turns. This allows players to fly as lead of a pair with an AI wingman who can be commanded to turn and will try to execute the turns as they are flown in most air forces. The language used has a slight bias towards the RAF but the principles are the same across all air forces. The basic formation is the “battle pair”. The reason this formation has been used for decades is that it provides mutual cross-cover and “six-checking” when in hostile airspace, to help lessen the chance of ambush - being “bounced” - by hostile enemy jets approaching unseen to engage with guns or IR AAM. With the Player as leader the number 2 will take up position 1 nautical mile (1852 meters) wide right or wide left. Using Comms to bring up the Comms Menu: Then F1 to communicate with FLIGHT: Then F8 for Small Tac Turns or F9 for Large Tac Turns. On F8 are the straightforward directional turns: And F9 more complex turns: “Turnabout” is a 180 in-place turn. “Rotate” is also a 180 turn but both aircraft turn inwards. “Shackle” is an inwards turn to swap sides. Widen and Close Up commands move the No 2 500m to a new datum - as leader Players will learn to adjust this depending on visibility and experience. AI Tac Turns.pdf16 points
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Current version number: DCS 2.9.12.5336.1 Next planned update: 19th February 2025 ( subject to change )9 points
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ED: We are delighted to announce that our new DCS: East Afghanistan region is now available in the latest DCS update! You will also see some great improvements to the southwest region! This new area leverages our latest map technology and lessons learned from previous terrains, including the Southwest region. The eastern region of the Afghan map is characterised by its mountainous terrain interspersed with agricultural areas around Bagram and along waterways. Kabul, the capital and largest city in Afghanistan, includes several points of interest such as hospitals, historical sites, monuments, and unique neighbourhoods. The Eastern region also includes the urban areas of Bagram, Gardez, Jalalabad, and Khost and 10 new highly-detailed airfields: • Bagram • Kabul • Jalalabad • Gardez • Khost • Sharana • Bamyan • Urgoon Heliport • Ghazni Heliport • Khost Heliport Enjoy!8 points
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Hello Everyone, thanks for everything. I'm paying more attention to my health now. I can't afford to get sick over the next few weeks. The ball has started rolling towards my back surgery. I had my Surgery pre-admission call today. I've had Surgery before but not like this. There's a lot of preparation prior to my procedure. It's kind of scary but i need to stay positive. I'm looking for to the end result. Pain Relief. I have been working in the background on The Horizon Class Frigates and Destroyers. It's weird because the Andrea Doria is considered a Destroyer but the Forbin is considered a Frigate but both ships have the same hull types. Andrea Doria has a livery but i created two separate models for the Forbin and the Chevalier Paul because their Miniguns are different. Thanks to Beldin for working on the weapons for each vessel. The 76 mm guns on the Horizon Classes are blazing. -- I put the Andrea Doria, Forbin and Chevalier up against the Admiral Gorskov and two Admiral Uskakov and they managed to take out all three ships. It was at close range so i think that played a big part of the defeat. We're ironing out some small issues but they will done soon. Sorry it has taken so long but i think all of you can understand why. Thanks for your patience. It's coming along. One AI Mod Ship at a time. Stay Tuned.8 points
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It would be super useful to have voice recognition commands for all of these since in the heat of the moment going through the F10 menu is a pain to say the least. Either way a very welcome change. Does the AI slot back into their position automatically after a while? If you command them to make an in place x-degree turn but that doesn't line up perfectly with what Lead has done, does the AI know they then need to adjust to get back into position somehow?5 points
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Примерно как у Петровича на Ми-24. Выводить список обнаруженных ботом целей и из него указывать боту цель для атаки. Если это колонна танков, то список танк1, танк2 и т.д., и если боту указано атаковать танк1, игрок будет знать, что бот работает по головному танку. Ну я как-то так это вижу. Почему не хочет, как раз наоборот. Для этого подвешены и НАР, и УР, и даже РБК. В первой колонне ПВО нет. А УР понадобятся для следующей колонны, в которой ПВО уже будет. Ну вот так автор миссии придумал, причем автор - это ED. А бот по беззащитным грузовикам УР высаживает. А почему не хотите изменить поведение на обратное? Откуда это повелось, что бот при малейшем замесе подвески сбрасывает? Вот это как-то совсем не реально. Вы все время отправляете что-то в миссии в редакторе править. Мне вот гораздо больше нравится летать готовые миссии, а не самому их делать. И поэтому я в редактор стараюсь не лезть, не хочу заранее знать все замыслы автора. Иначе потом это уже не игра, а просто полигон. Так можно зайти в редактор, настроить ботам все, начиная от курсов захода на цель и заканчивая каким оружием по какому юниту стрелять. А потом запустить миссию и можно даже джойстики не подключать, посмотреть как боты отлетают твой план на отлично и все. Вот и поиграли. То, что я предлагаю, с моей точки зрения, немного улучшит геймплей для оффлайна, разнообразит его, даст больше возможностей по управлению ботами-ведомыми без необходимости кропеть в редакторе над каждой мелочью. Я не ни разу не считаю, что все мои хотелки - это идеал, немедленно в продакшн их)), нет, это тема для обсуждения. Но вы как-то все в штыки принимаете. Идеального не пытаюсь, просто хочу немного больше возможностей по управлению тем, что есть, без необходимости каждую мелочь в редакторе настраивать. Ну представим, что такое задание паре дали. Летите в район цели, там надо УР уничтожить пару ДОТов, но по дороге можете встретить колонну МТО без прикрытия, а можете не встретить. Вот если встретите, держите по паре блоков НАР для нее. Вот и все.5 points
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Dear all, we hope the first couple months of the year have been good for you! As we continue to push for release and completion of the early -A and other long outstanding promises, such as the A-6 AI (and much more), this patch is rather small, but we hope that you enjoy it nonetheless. As always we would like to kindly ask you for your feedback. Thank you! Your Heatblur Team DCS: F-14 Tomcat by Heatblur Simulations Updated Chinese localization and encyclopaedia entries Livery: VF-33 Starfighters AB201 updated - Thanks Yae Sakura!4 points
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Dear all, we hope the new year has been unfolding well for you all in the past two months. As we are busy working on our roadmap, we of course also continue to maintain and improve our modules. This patch brings a plethora of fixes for the training missions, some bug fixes, and some quality of life improvements. We hope you enjoy it, and as always would like to kindly ask you for your feedback. Furthermore we are proud to announce that the F-4E Phantom II has been nominated as best addon for DCS in the 2025 Flight Sim Awards! 50% of the vote is comprised by the jury, and 50% of the vote is comprised by you, the community. We are honored to be nominated alongside other great modules such as the Kiowa, the Mirage F-1, the Kola Map and the CH-47F - all of modules that we enjoy greatly ourselves. The vote will be running until February 28th. You can go and vote for your favourite module at the link below. Of course, if you feel that we deserve your vote, rest assured that we feel humbled and grateful for your support. https://flightsim-awards.com/voting-intro/ We wish the best of luck to all competitors and who knows, if you are attending FSWeekend in Lelystad in March, we might meet you there at the Captain's Dinner and award presentation. Your Heatblur Team DCS: F-4E Phantom II by Heatblur Simulations JESTER: Fixed Jester Wheel Radar Target Lock/Focus not using proper icons JESTER: Tweaked Jester to allow locking targets that are not quite dead yet (life <10% instead of 20%) Systems: Updated RWR database (Mirage F-1AX, F-1CX, Aegis search radar, Atlantic Conveyor ship) Systems: Fixed internal wing tanks not feeding when selecting an inexistent external tank Systems: Fixed Pave Spike continuing to rotate with a target after commanding STOW Flight Model: Fixed a bug causing incorrect changes to the total moment of inertia from fuel Inputs: Added self-accelerating INC/DEC binds for Bomb Interval Knob Missions: Frog-7 campaign: Fixed AI taxi crashes and some other AI issues Missions: Training Lesson 1a Startup: Added text to remind to not move the landing gear lever Bugfix with cockpit highlights sometimes not disappearing Missions: Training Lesson 1b Startup: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Re-recorded voiceover for improved quality Missions: Training Lesson 2 Taxi: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Improved trigger conditions for roll checks Missions: Training Lesson 3 Normal Takeoff: Bugfix with cockpit highlights sometimes not disappearing Bugfix to allow users to enable/disable cockpit highlights Missions: Training Lesson 4 Visual Landing: Updated instructions Added Kobuleti landing clearance triggers Ground crew now waits with shutdown request until previous task is done Bugfix with cockpit highlights sometimes not disappearing Missions: Fixed HOBOS missing in related Instant Action Missions Missions: Several Fixes to Instant Action Missions Updated Chinese localization4 points
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https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.13.6818/ Introduced a new terrain module: DCS: East Afghanistan Map by Eagle Dynamics DCS Core Added method for IR missiles seekers to react on flares before missile launch (from cockpit). Each module needs to add usage of this functionality separately. AI Aircraft. Aircraft without RWR will be able to detect incoming missiles only visually at close distance, not BVR. AI Aircraft. AI rejoin lead pursuit rules and timings were adjusted for better experience. AI Aircraft. AIs anti-ship aircraft with Kh-35 missiles do not attack - fixed. AI Aircraft. AIs can't launch AGM-84E in some cases - fixed. AI Aircraft. B-52H has random landing gear failure on runway 21L NTTR for both air start and ground start aircraft - fixed. AI Aircraft. Mi-28 explodes during start from a small little helipad - fixed. AI Aircraft. MiG-31 cannot be destroyed if shot from directly behind - fixed. AI Aircraft. Parked AIs switch from normal position to upside down (dedicated server only) - fixed. AI Aircraft. S-3B refuelling pod lights texture correction was done. AI Aircraft. S-3B tanker has issues refuelling some AI aircraft in certain conditions - fixed. AI Aircraft. Sometimes AI aircraft park into space of not fitting size after landing - fixed. AI Aircraft - Added Tactical Turns. When flying as a 2 ship, with human lead AI is now able to perform on command tactical turn, Use radio menu to command. AI Ground. Artillery doesn't shoot at the second target - fixed. AI Ground. China Asset Pack: HQ-7B radar and launcher units revised (Thanks to currenthill). AI Ground. CIWS shoots above the target- fixed. AI Ground. Scout HL with DShK gun traversal angles adjusted. AI Navy. "Moscow" cruiser can't fire all 16 P-500 missiles - fixed. AI Navy. China Asset Pack: 052B, 052C, and 054A revised (Thanks to currenthill). AI Navy. Fixed the lack of smoke on the Kuznetsov 2017 aircraft carrier. Graphics. Added two options for SSAO effect - "Low" and "High". Graphics. Adjusted IR appearance of clouds; reduced cloud temperature for FLIR devices. Graphics. Raindrops functionality changes when different aircraft cockpits entered in MP - fixed. Graphics. Several shaders compilation errors - fixed. ME. A fog/haze can appear in a new unsaved mission - fixed. Fog setting will not be inherited from a previously launched mission. ME. Anti air ground units can’t be set to attack specific air units - fixed. ME. Briefing pictures change issues - fixed. ME. GUI Error when deleting a waypoint with a task - fixed. ME. Sometimes unit heading value can become "-1" - fixed. ME. Static units could not be rotated via widget buttons - fixed. MP. Dedicated server can start from random mission in shuffle mode now. MP. Dedicated server keeps fog setting from previous mission - fixed. MP. On dedicated server AI helicopters sling load rope glitching and extending - fixed. MP. Random camera rotation at spawn on client - fixed. MP. Server crash when cargo destroy() whilst hooked - fixed. Radio transmission leaves constant static noise - fixed. Scripting API. Added possibility to pass args and return values from mission scripting a_do_script() and a_do_file() APIs. Triggers. 'Missile In Zone' Trigger doesn't work for Kh-41 missile - fixed. Weapon. AIM-9P3, AIM-9P5, AIM-9JULI. The low-smoke motors of these missiles will produce denser smoke as altitude increases and temperatures decrease. AIM-9M and AIM-9X already do so. Weapon. BGM-109 Tomahawk will no longer perform cruise fly at high altitude, only at low altitude. Weapon. China Asset Pack: HQ-7B, HQ-16, and HHQ-9 missiles revised (Thanks to currenthill). Weapon. China Asset Pack: YJ-12 missile switch to ED’s edition. Weapon. SA-3 5V27 missile will not guide during booster stage. Weapon. SA-5, 5М28 missile. Engine smoke of second stage tuned. Added inversion contrail at low temperatures. Weapon. SAM SA-2/3. Added realistic missile trajectory fluctuations due to older generation radar angular inaccuracy. Weapon. Several negative drag errors in logs - fixed. World. AI Helicopter cannot land if in the range to 400 m placed Comm Tower due to oversize of bounding box - corrected. World. US National Geospatial-Intelligence Agency released the WMM update, 2025-2030 data. Its data has been integrated into the DCS magnetic variation interface. 3D models. Fixed season textures for HEMTT tanker trucks. 3D models. Fixed the disappearance of TLC fragments in some camera positions. DCS: F-16C Viper by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Added Throttle OFF/IDLE Mouse Click on the throttle (key command/binding no longer required). Fixed: PDLT cycle with EXP causes freeze/crash. Fixed: Using GMT causes a game crash. Fixed: Special key bind for parking brake / antiskid not working. Fixed: Damage model - Pilot cannot survive any explosive hit. Fixed: Dogfight mode gets stuck in NO RAD. DCS: F/A-18C by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Fixed: AIM-9X doesn't track at the edge of seeker gimbal. Fixed: EXP modes slew range. Fixed: Datalink AWW-13 got stuck after firing AGM-84. Fixed: AUTO release cues don't obey OAP's. Fixed: Wrong IFF Code rejection behaviour. Fixed: Damage model - Pilot cannot survive any explosive hit. DCS: AH-64D by Eagle Dynamics Fixed: Freeze when player crashes. DCS: Mi-24P Hind by Eagle Dynamics Fixed: After 3rd shot of S-24 missile, aiming sight moving mark raise on its own Fixed: Cargo Door not opened when loading side gunners DCS: Supercarrier by Eagle Dynamics Fixed: Collision when parking F/A-18C on Supercarrier Deck Population mission. Fixed: Client is ignored by taxi director when trying to move from a parking slot. Fixed: Carrier deck crew rejects helicopter payload change. Fixed: AI aircraft's launch bar cannot catch catapult shooter correctly. Fixed: "Waiting for ATC Status" Message displayed in campaigns. DCS: F-5E by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Adjusted: M-39 guns mounted on F-5E dispersion adjustment, other aircraft with the same gun can have different dispersion due to other factors like mounting points etc. Fixed: Radar grid is displayed after complete power off - some fixes for radar scale brightness. Fixed IRIAF skins for F-5E Remastered being not localized correctly. Fixed: Damage model - Pilot cannot survive any explosive hit - Pilot hitbox FAR too large. DCS: L-39 by Eagle Dynamics Fixed: Gunsight Target Distance buttons don't work. Fixed: Some errors in the cockpit clickable. DCS: Yak-52 by Eagle Dynamics Fixed. Engine Start Button Cover bindings don't work. Fixed. Chronometer stopwatch minute hand show number of passed hours instead of minutes. Fixed. Smoke apparatus toggle control fails to cycle. Fixed. Cockpit visual recon not functioning. Fixed. Trim Tabs in the Special Menu doesn't affect the plane. Added. Moving throttle now updates the throttle position in the exterior model. Improved. Automatic start-up procedures. DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. 'Engine Degraded' with WEP usage. DCS: P-51 Mustang by Eagle Dynamics Fixed. Landing lamp is covered with non-transparent material. DCS: WWII Assets pack by Eagle Dynamics Ju-88A-4 Fixed. Wrong damage visualisation on distanced LODs. DCS:Black Shark 3 by Eagle Dynamics Fixed ATGM suspension in 2011 version Added Afghanistan instant action missions DCS: Flaming Cliffs 2024 by Eagle Dynamics Su-27. Added Afghanistan instant action missions Su-33. Added Afghanistan instant action missions DCS: Afghanistan by Eagle Dynamics Improved ground noise and vegetation distribution textures for the entire Afghanistan map Improved mid- and far-range ground noise quality for the entire Afghanistan map Improved Normal Map surface textures for the entire Afghanistan map Improved surface textures of settlements and fields Fixed visual errors on small vegetation with SSS shadows enabled Fixed many bugs in incorrect build of geometry of roads, rivers and lakes Improved road network - multiple gaps in major highways removed Improved road network - roads in the terrain are more consistent with the roads on the map in ME Ground vehicles no longer fall through bitumen slab bridges Cars and small objects in static scenes are now aligned with the slopes of the ground Improved unique scenes of the city of Herat Optimized unique airfield scenes Added FLIR textures for civilian traffic models Tarinkot airfield: the size of ground mounds along the runway has been reduced Tarinkot airfield: fixed a bug where the airfield heading and the airfield heading name did not match Tarinkot airfield: fixed helicopter explosion when entering the runway Camp Bastion airfield: the road network, settlements and fields in the vicinity of the airfield have been improved Camp Bastion airfield: ground mounds along the runway no longer obscure the PAPI view Camp Bastion airfield: added night lighting of the airfield Camp Bastion heliport: added night lighting of the airfield Kandahar airfield: added night lighting of the airfield Kandahar airfield: fixed errors in taxiing Kandahar heliport: added night lighting of the airfield Qala i Naw airfield: sharp changes in runway altitude have been corrected DCS Mirage F1 by Aerges General: Fixed the low fps problem in intensive missions with triggers. Systems: AP disconnect/disengage in F1 BE now occurs if pilot's stick 'Autopilot disconnect trigger' or 'Autopilot disengage lever' are activated at any seat. Previously the same switches at different seats were conflicting with each other. Restored INS drift in F1 EE. Fixed small control stick oscillations in pitch with autopilot engaged. Fixed autopilot unable to intercept radials and ILS localizers when in close proximity, but flying with low relative angles. Fixed F1 BE standby horizon roll jitter at forward seat. The F1 BE TO-FROM indicator is functional now at the rear seat. Modified F1 EE IDN logic when no Tacan signal is received and RNAV modes are selected. Input: 'Request AWACS Declare' quick access radio command was added to input. Restored missing trim hat sounds of rear seat pilot's stick in F1 BE. Fixed mixed up animation of 'Autopilot disconnect trigger' and 'Autopilot disengage lever' switches of the pilot's stick. F1 BE rear cockpit stick PTT button is animated now. Fixed stick PTT button animation not releasing with comms menu in certain cases. 'Stick Push-to-talk button' command now moves the stick Push-to-talk button. The command activates Voice Chat communication. 'Alternative Push-to-talk button' clickable control doesn't affect the pilot's stick PTT button animation anymore. Stick and alternative push-to-talk buttons input commands now include 'Voice Chat' in their names for clarity. Pilot's stick 'Search light' (Police light) button is animated now. 'Search light' (Police light) button can't be activated from the rear cockpit of F1 BE anymore. 'Combat flap retract lever' ('Palette volets de combat') is now purely mechanical. I.e. it can be moved without electric power available. Added 'Cycle combat flaps' input command. 'Cannon 300-600m and missile lock/unlock button' input command (forward seat throttle button) can't be activated from F1 BE rear seat anymore. 'Heading selection knob - Clockwise/Counterclockwise' input commands can't be activated from F1 BE rear seat anymore. Heading selector and Omnibearing selector knobs now can be controlled by joystick axes. Fixed Air Conditioning System 'Master valve control switch' keybindings being reverted. All control stick buttons and levers are now under the same category ('Control stick') in DCS Controls Options. Misc: Modified refuelling instant action mission after latest AI changes. The tanker now enters directly into the racetrack pattern, without performing a re-entering maneuver. DCS: C-101 Aviojet by AvioDev Minor changes in input commands naming: 'VOIP' -> 'Voice Chat'. DCS: MiG-21bis by Magnitude 3 Fixed SPO-10’s light operation DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Added: Generator 1 and 2 Reset (clickable and keybindings) Fixed: ADI does not move when mission starts in cold & dark Fixed: Gunsight 100mls wrong setting Fixed: Gunsight brightness Fixed: Background luminosity at night too high Update: Collision model DCS: JF-17 by Deka Ironwork Simulations Update. Now use ME loadout panel to edit GBU and BRM-1 laser code (not applied for LS-6-100) Update. Control indicator Fixed. ME freeze caused by changing laser code of dual GBU loadout on right wing Fixed. Abnormal TACAN program behavior after quit APR TCN mode Fixed. Datalink pod text overlay DCS: F-4E Phantom II by Heatblur Simulations JESTER: Fixed Jester Wheel Radar Target Lock/Focus not using proper icons JESTER: Tweaked Jester to allow locking targets that are not quite dead yet (life <10% instead of 20%) Systems: Updated RWR database (Mirage F-1AX, F-1CX, Aegis search radar, Atlantic Conveyor ship) Systems: Fixed internal wing tanks not feeding when selecting an inexistent external tank Systems: Fixed Pave Spike continuing to rotate with a target after commanding STOW Flight Model: Fixed a bug causing incorrect changes to the total moment of inertia from fuel Inputs: Added self-accelerating INC/DEC binds for Bomb Interval Knob Missions: Frog-7 campaign: Fixed AI taxi crashes and some other AI issues Missions: Training Lesson 1a Startup: Added text to remind to not move the landing gear lever Bugfix with cockpit highlights sometimes not disappearing Missions: Training Lesson 1b Startup: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Re-recorded voiceover for improved quality Missions: Training Lesson 2 Taxi: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Improved trigger conditions for roll checks Missions: Training Lesson 3 Normal Takeoff: Bugfix with cockpit highlights sometimes not disappearing Bugfix to allow users to enable/disable cockpit highlights Missions: Training Lesson 4 Visual Landing: Updated instructions Added Kobuleti landing clearance triggers Ground crew now waits with shutdown request until previous task is done Bugfix with cockpit highlights sometimes not disappearing Missions: Fixed HOBOS missing in related Instant Action Missions Missions: Several Fixes to Instant Action Missions Updated Chinese localization DCS: F-14 Tomcat by Heatblur Simulations Updated Chinese localization and encyclopaedia entries Livery: VF-33 Starfighters AB201 updated - Thanks Yae Sakura! DCS: AJS37 Viggen by Heatblur Simulations Fixed CTD on third spawn in certain missions Fixed a bug with no shadows when mirrors were on Updated the manual Campaigns DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations M2. Possible loss of LOS on ground troops, causing trigger to not fire - FIXED M6. Gunslinger landing spot too close to Ugly 5-1, preventing take off - FIXED DCS: F/A-18C Rising Squall Campaign by INVERTED Custom Liveries - Due to the previous version's modification of the priority rules for liveries files, there should no longer be a situation where the ranking of campaign liveries files is superior to the default liveries files. If you find that this situation still exists, please manually remove the excess files in the 'liveries' folder. The correct liveries files will be named with the prefix [RS1]. M00 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M04 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M10 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M11 - Fixed audio and BGM loss and confusion caused by string stream errors. DCS: P-51D High Stakes Campaign by Dmitry Koshelev All missions received some additional static units for key air bases. All missions have updated weather. DCS: Mi-8MTV2 Oilfield Campaign by Dmitry Koshelev Updated subbase and Maykop airfield objects. Updated weather (added haze for more realistic visibility). Added client CH-47F in to MP mission DCS: Mi-8MTV2 Spring Tension Bug with Mi-28 AI in mission 12 - fixed. DCS: F-5E Aggressors Air Combat Maneuver Campaign by Maple Flag Missions Added an F-5E FC version of the campaign to the package. DCS: F-5E Aggressors Basic Fighter Maneuvers Campaign by Maple Flag Missions Added an F-5E FC version of the campaign to the package. DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations All missions with AAR – a safeguard added to prevent AI stuck with the tanker DCS: F-16C Last Out Weasels Over Syria 2 Campaign by Ground Pounder Sims Mission 9 - Incorrect takeoff time in briefing - fixed. Mission 10 - Rotor TACAN not working - fixed. Mission 12 - Boomer TACAN not working - fixed. Adjusted altitude check trigger during departure phase. Mission 13 - Adjusted altitude check trigger during departure phase. DCS: F-16C First In Weasels Over Syria Campaign by Ground Pounder Sims Mission 1 - Adjusted altitude check trigger at H4 to allow more tolerance. Mission 12 - Minor alteration to campaign complete text. DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Mission 4 - Various minor updates and fixes. DCS: F-5E Black Sea Resolve '79 Campaign by SorelRo Voices redone and more voices added Triggers reworked Navigation aids added, guidance from Overlord when going off-course on long legs. Easier ways to finish a mission Ability of players to select to be Immortal at any time during the missions Ability to report Winchester and Bingo fuel state, this will trigger a win to live and fight another day. Mig-21 and Mig-23 AI flights were tweaked to be more manageable. Pilots fatten up to 1000 kilos in some cases. AI F-4 updated to use the Heatblur F-4E4 points
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thread derailed and closed. When there is more news to share the team will share it. thank you4 points
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You can use VAICOM PRO a plug-in for VoiceAttack for this.3 points
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DCS: F/A-18C by Eagle Dynamics Fixed: Damage model - Pilot cannot survive any explosive hit. Thank you!3 points
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Плохо, что по умолчанию, у бота режим "камикадзе". Хочется более логичного его поведения. Если у бота не соответствующее цели вооружение, то после пары заходов на цель, было бы неплохо, если бот доложит что-то более внятное, чем "Не имею возможности", например "Цель вне дальности поражения" - если оружие не позволяет атаковать, не заходя в зону гарантированного поражения, или "Не могу выполнить прицеливание" - если дальность оружия позволяет, но цель на этой дальности бот не видит, и вернется в строй. И была бы возможность переопределить это поведение, в редакторе и через радиоменю, вроде команды "Атаковать, не учитывая ограничения вооружения". Типа, давай друг, лети с пушкой против Гепарда, вдруг тебе повезет. Появится возможность более разумно управлять ботами во время миссии, а не только в редакторе. Хотелось бы иметь возможность указывать боту конкретную цель для атаки из тех, что он обнаружил. Сейчас, отдавая команду атаковать "Наземные цели", нет никакой возможности просто узнать, что себе для атаки выберет бот из группы юнитов (редактор миссий сейчас не в счет). И даже если работать парой с ботом, как @SL PAK предлагает, например по колонне танков, то по какому танку бот работает УР неизвестно. Много раз получалось, что стреляем с ботом по одной цели. Хотелось бы изменить сброс оружия ботом при угрозе с "по умолчанию" на обратное, т.е. вместо опции в редакторе "Не сбрасывать подвески" иметь наоборот "Сбрасывать подвески". Тем более, что команда такая в радиоменю есть. Хотелось бы, чтобы у бота были настроены приоритеты использования подвешенного вооружения в зависимости от "зубастости" цели, когда обнаружив колонну техники, в которой нет средств ПВО, и имея блоки НАР и УР, бот не тратил бы сначала УР, а работал по колонне НАРами и пушкой. Как бот выбирает направление захода на цель, которую он обнаружил, а не прописанную в редакторе, где есть возможность указать направление атаки? Я вижу, что сейчас он начинает строить заход от текущего своего местоположения, где получил команду атаковать. И это очень часто не самый удачный курс. Он как-то учитывает зоны поражения других юнитов, которых он видит конечно, при заходе на цель?3 points
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DCS Patch status Current versions: https://updates.digitalcombatsimulator.com/ Change logs: https://www.digitalcombatsimulator.com/en/news/changelog/release/ Release Version Current version number: DCS 2.9.19.13478 Next planned update: To be announced3 points
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With DCS lighting tech getting more sophisticated each year, this longstanding issue is getting ridiculous. I made my first post about it 10 years ago. Since then there have been dozens of posts, a lot of them in the bug section, because people rightfully felt that the current implementation is just "broken"... Since it's still not fixed i'll treat it as a "missing feature" and -again- do a wishlist post instead... Proper visibility for nav lights and beacons is way more important than sophisticatedly computed penumbrae while basic sprite lights don't even come with a performance hit: Flight sims in the 2000s could already render nav lights and beacons to realistic distances. It's just sprites! Tactical night flying is borderline impossible without modern jets' HMCS and buddy tracks. Aircaft beacon lights and landing lights should be visible at 25 - 50km Nav lights (green/red) should be visible (and distinguishable) several kilometers at least. Brightness settings should be respected, so that dimmed lights are less visible (obviously). Tanker aircraft should be lit realistically during AAR Weather and atmospheric properties would ideally be taken into account, however since opting to use external lights generally comes with the explicit intention to actually be seen, this is not even that important and could be crudely approximated There should be AI logic and ME options to control lights on AI units. Light status should be taken into account for AI spotting capabilities All this does not require new lighting tech or complex retooling. The engine can already render sprites at sufficient distances and do so without a hit on performance. With the upcoming PTO and CW Germany those improvements are needed even more. How would you even do a rejoin at night without all the modern gizmos if your external lights cannot be seen after a few hundred feet? If you like the proposed improvements, please rate this thread 5 stars: Thanks!2 points
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Multiple cockpit components have 100% gloss material applied. This kind of material property has no place in a realistic cockpit, even on cockpit gauge glass, let alone on non-glass parts of the cockpit. Even Soviet oil paint doesn't give gloss anywhere near 100%. Examples: control stick emergency cockpit glass hammer cockpit indicator frames probably even the radar control palm rest adding additional items to the list: generic metalic chromium air spherical nozzles even the grey knobs have a metalic gloss to them the right hand adjustable flash light with coiled cable The use of such material properties additionally lead to graphical artifacts on object edges manifesting in white-ish lines that require heavy anti-aliasing. But the unrealistic look is a more serious issue here. Independent of hardware configuration, or in-dcs settings. EDIT 2025-02-20: Multiple examples uploaded, added ugly metalic components to the list as I see no point in starting a separate thread. https://1drv.ms/f/c/66cf2646234394fc/EtaGgsCLk8BNsDRTeFpxXlYBp4UqyIerOMj-QTnctB2Yfw?e=Luya4g An additional remark: To be confirmed (best at the radar controls and the control stick) - the affected surfaces reflect light without obeying occlusion as seen by unnatural pronounced gloss even in the shadows.2 points
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Thanks for the fixes in today's patch. Patch still downloading, hope to fly soon and that everything works. Thanks again for your work.2 points
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This is a "common" misunderstanding I see people in DCS have. They assume because the physical thing behaves in a way, that things in DCS will do it automagically. Everything has to be coded. If someone doesn't code thing, it does not exist, period. Another thing is, as far as I understand, what happens with things while they are attached to the aircraft are the aircraft developer's responsibility. When weapon gets launched, the game "removes" the weapon on the pylon and "adds in its place" a new weapon that is now active. I'm 99.69% sure that is the reason why each developer has to add such things. They decide how their aircraft behaves, how its sensors react and interpret the data they receive and what data do they send to the environment. As far as weapons are concerned, as long as they are on the pylon, again I'm almost sure they are there purely for visuals. Only when they leave the pylon/rail/whatever they become active objects in the world. That would mean that before they get launched they don't see the flares as the missile "doesn't technically exist" yet. It starts existing only after it gets launched. If I'm wrong in any of my assumptions, I'm more than welcome to be corrected. These are my conclusions from couple of years of reading this forum and few Discords related to DCS.2 points
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Yesterday, I updated from an i9-10900K to the AMD 9800X3D. I have a 4090 GPU and use a Pimax Crystal. My default DCS benchmark is the F/A-18 Supercarrier Cold start mission in the Persian Gulf. With my Pimax set at 90hz, DCS Fps cap of 60, and using Mbucchia dynamic foveated rendering I was getting 42-43 fps (using the DCS frame counter). After upgrading to the 9800X3D, with no other changes, my Fps went to rock solid 60 fps. I changed the Pimax to 72hz and took off the DCS cap. I now am at 72fps with an occasional dip to 71fps. Definitely a game changer for me and sooo smooth. Hope this helps2 points
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@NineLineis this actually reported? Been waiting 6+months for this update, and still no joy... Also Bagram doesn't have ILS either. What gives?2 points
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“Because I said so” should be enough, I guess2 points
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& The main problem is not the horn - it is the fact Boost climbs FAR too quickly based on throttle position - i.e. you are only at 25% throttle position or slightly below (hence yes you get the annoying horn) but pulling +7 boost, which is completely ridiculous. Your RPM setting in the Mosquito is not determined by the silencing the gear warning horn - it is set by engine parameters/performance/longevity. My blue line graph above is even still a bit 'loose' on boost as further investigation revealed that you were even further into the throttle travel at +0 boost than the 28-ish % I show. So I re-iterate - it is NOT letting something as 'simple as the gear horn interfere with your enjoyment" - yes I know that is the OP, but that is just a nasty by-product of completely fantastical throttle/boost/engine mapping characteristics of the DCS Mosquito at the moment, that yes is hampering the enjoyment of this product I purchased somewhat. If I wanted arcade fantasy simulation I could play a different arcade flight sim. Could it be fixed - of course.....we shall see.2 points
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вряд-ли они друг от друга в сотнях км, чтобы разный азимут иметь на одну и ту же цель, относительно направления на север.2 points
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I developped it. I would have no issue giving it better aiming, and adding target prediction, and I actually did it during the development process... But it was not faithful to the real thing. Now I can't send you any manual page or video that is not already public, and public info is scarce. You will need to live with it. Though, despite being far behind predictive gunsight like you can find on US jets for instance, it is absolutely useable. But it requires some training and understanding how it works. It's not a predictive gunsight and only shows the past virtual tracers. So if you are not on a stable turn it can't give you much help. Basically, it computes 8 virtual tracers launched at regular interval and display them in a 8 segmented line (nicknamed the "snake" or "spaghetti"). If you have a radar lock, it also displays a reticle on the snake point which is at same distance than target. It is not a predictive sight and must be used a specific way. I'm sure there are plenty of videos about the gunsight, watch them and train. Razbam's discord is also a good resource for getting hints on how to use it.2 points
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Although it has been demanded now and BigNewy has already acknowledged our feedback, I felt the need to use my insane skills in Microsoft Paint to visualize the problem. For the Sinai map there are six entries before Rudel-Chw's Mig-21bis Training Missions although they have been updated yesterday! And even that is only because the initial release of his Training Missions is relatively close to begin with. What will it look like in 2027? Rudel-Chw might still update his missions but they will only show up 5 pages into the Sinai section... It would be tremendous help to see right away what has been worked on recently and what is to be considered "use at own risk, the last 20 updates might have broken this user content". It would also give the users who keep their work current and functioning a much more prominent stage. Can't there simply be a new category that takes account of the last upload by the creator? Like so: Similiarily, I am probably going to buy the M-2000C because only yesterday I have found out that even the user campaigns made in 2022 have been updated. I didn't see that before because there are 18 campaigns and I simply didn't click on every single one of them, especially because I had no hopes for a campaign from 2022 to have been updated anyway. And that is only regarding the user files stuff where the changelog is in the description. I suspect there are quite a few files out there that have been updated but there is no way to know and they won't show up as 'recent' either. What I am saying is: if I see at first sight that a lot of user stuff for module X has been updated recently, I am much more likely to purchase said module.2 points
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I'll bump the report.2 points
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F-22A, RWR Symbology and Modern missiles updates. I linked Modern Missiles in my drop box on the first page. I'm trying to update them on User Files but that's going sloooowly. F-22: I found out how to remove drag from the internal missiles in the current iteration of DCS. That's been implemented. Using a negative drag value for example cx_gain = -2.5 used to work, but now it literally applies a negative drag, not a drag reduction. For the F-22 what this did: You fire a missile from the left side of the bay, you now have two in the left and three in the right, the plane would start banking left toward the side with "more" drag since the left side now has less "negative" drag. It was weird, but that's what it's doing. Now there is no drag on the internal weapons and firing them does nothing to the bank of the F22. Now...super cruise....rest in peace. It's gone folks. I know the other release last week seems to super cruise at M 1.8...and it does, until you fire a missile. Then it starts to slow down. I do not understand how or why this is happening. I tested with just stock missiles and no other changes and it would still slow down. Sometimes it slows down faster than other times, I can use the EXACT same load out with only the pylon section being replaced with the EXACT same zero drag or even negative drag and one will slow down at a different rate than the other. I can't find any logic to it. I've spent hours trying different things and I'm done with it. As far as I can tell, we're now flying an F-15C (and a crapy version at that) that happens to look like an F22. All parameters related to thrust and drag and the simple flight model data no longer apply to the aircraft. It sucks in turns, it sucks in acceleration and it sucks in combat. It was a fun plane to fly while it lasted. I mean, it still LOOKS cool, just don't expect it to be king of the sky's. I know there's a working thrust vectoring version out there, Growling Sidewinder uses it all of the time, and its using a different flight model. You can watch any of those videos and see what the potential is. Unfortunately, they have chosen not to release those modifications. And since GS has it installed in his copy of DCS, its definitely accessible if they chose to make it available. Once it goes open source, perhaps someone will be able to unlock this thing finally. I don't know if there's anything more that can be done right now, if someone wants to take a crack at it, be my guest. RWR: Updated with current DCS version. If there are new mods/missiles etc missing, let me know where to find them and I can see about updating it. I've updated it with all of CurrenHills assets as of today. Modern Missiles: Updated with current DCS version, improves the AIM-9L/9X and AIM-120B/C to be 9X/9X2+ and 120C/120D. The 120C has a range ~85 NM and 120D 110 NM under ideal circumstances and provided your RADAR and lock a target that far away and keep the lock. The F-22 is STILL really good as a BVR platform.2 points
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Lucky you to have buttons to press and switches to flip. Well, most others are stuck pushing keys on a keyboard, in VR audible feedback is often the only way to know your keystroke was registered without looking down. Like it or not, most people don't have nearly enough bindings to cover the important stuff. Also, 3-position switches sometimes don't register properly if you move the real switch too quickly, the audio feedback is a lifesaver in those situations. Until DCS fixes problems of this sort, this will remain useful for, apparently, everyone who but you. In fact, for those without a full 3D audio system, bass shakers and proper headphones, the sound will always be "fake", since it's difficult to replicate a real aircraft's audio environment using just a pair of headphones. All in all, HB's standard on audio quality is still rather high. RAZBAM, for instance, seems to barely care what their modules sound like.2 points
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The next update should fix this issue. The date is not known yet.2 points
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This got to be one of the most useless threads currently on the Forum ... I for sure will purchase the Module once its on the Store, but until then I refuse to spent time worrying about it, instead I prefer to fly the F-4E and the MiG-21 ... it's way more entertaining than ranting about a news update.2 points
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