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  1. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.17.11733/ Addition of the free DCS: Mariana Islands World War II map. Addition of the DCS: F4U-1D Corsair Early Access release. Addition of the DCS: F-4E - Northern Defenders 'Phantoms Rising' Campaign. Addition of the DCS: P-47D Wolfpack II: Overlord Campaign. NOTE: This is the first stage of building the Summer 1944 Mariana Islands scenario that will offer both the free new map and the Corsair, Essex-class aircraft carrier, and several Japanese ground units. 80mm Type 3 Flak 75mm Type 88 Flak 25mm Type 96 AAA Type 98 Ki Ni Type89 I Go Type 96 Truck mounted AAA Type 98 So Da Type 94 Truck In parallel, other assets are being created like the F6F Hellcat and many United States and Imperial Japanese air, ground, and naval units. Please see: Pacific Theatre of Operations | CH-47F Development Progress | Lunar Sale Final Hours - Page 3 - Official Newsletters - ED Forums For this scenario, we are creating an extensive and accurate set of units that match the time and location to recreate the Battle for the Mariana Islands and the Battle of the Philippine Sea. DCS Core CTD. Crash during plane landing if the aircraft carrier is deactivated - fixed. CTD. Terrain Engine: sometimes crashes when switching map in Mission Editor - fixed ME. The template is not placed through Edit - Add template - fixed. ME. Resource manager. 'Copy to' in airfield resource manager does not copy all settings - fixed ME. Units are replaced after a coalition change when they are switched from neutral to red or blue - fixed ME. Multi-Select tool icon artefact - fixed ME. Range rings prevent the selection of units / waypoints -fixed. GUI. MP Dynamic spawn fields list not sorted by name - fixed GUI. Dynamically spawned FARPs via script do not show in dynamic spawns interface - fixed. GUI. F10 map, MGRS and NET show buttons state now will be saved to last used. MP respawn - improved algorithm for checking park space before spawn for suitability AI Aircraft. Wingman F/A-18C may crash after firing their AGM-84/88 missiles at low altitude during egress - fixed AI Aircraft. Mosquito, A-20G, and Ju-88 drop bombs through bomb bay doors. The bomb bay doors don't have time to open - fixed AI Aircraft. The AI aircraft stops on the runway in some cases, blocking it and not going further - fixed. AI Aircraft. AIs can show false positions of flight control surfaces when flying in group - fixed. AI Aircraft. Large AI planes tend to land not on a centerline of runway - fixed. AI Aircraft. A-50, Il-76, Il-78, and KC-135, spoilers animations corrected. AI Aircraft. F-4E is able to independently guide both AGM-12C simultaneously - fixed. AI Aircraft. Other numerous AI aircraft adjustments sync: behavior during maneuvers, group flight, landings etc. AI Ground. Added radar signatures for WWII units. Ground units. Fixed incorrect targeting for SAM Buk (SA-11). Ground units. Adjusted priority target for armor units. Ground units. Disabled firing of AP shells at infantry from a tank. Ground units. Fixed guidance to multiple targets for SAM systems. Weapons. S-8OFP2 rockets are coming out of the back of the pod and clipping into the handles - fixed. Weapons. AESA missiles will be able to homing onto JF-17 in HOJ mode. Weapons. SA-11 Buk 9M38 missile aerodynamics overhaul. Weapons. SA-6 Kub. Add control delay after launch. Weapons. R-27 missile family. Missiles now give AI more information so AI could better calculate decisions for launches. Weapons. The SAMP-250 is frequently blowing up adjacent bombs in a salvo when dropped in intervals - partially solved. Weapons. Active seeker additionally will notify all AI aircraft in main lobe now about being present in its range Su-25T. Added Instant Action Missions for Iraq map. Quick Action Generator fixes and improvements: Optimize map processing for mission generation. Wrong list of countries in Era presets - fixed. Not enough tasks for Spitfire - fixed.. Start from an Airfield - wrong starting location of player - fixed. Incorrectly generated mission Anti-Ship SR - fixed. Allied units list only updates with added units after closing and re-opening - fixed. Speed and altitude of units do not have appropriate minimum and maximum limits - fixed. Removed old F-14A. Su-25 was missing - fixed. AV-8B was missing as a player controllable aircraft - fixed. Player aircraft icon does not rotate to face the target - fixed. Own aircraft selection limits country selection options - fixed. AJS-37 is missing as a player controllable aircraft - fixed. AI Aircraft skill level lacks Random option - fixed. GUI Error trying to return to generator after Planner - fixed. Nothing happens when you press the Regenerate button in some cases - fixed. The "Сancel" button doesn't cancel changes in the window Setup Loadout - fixed. F-4E-45-MC is not an option when the era is not set to "All" - fixed. Cannot choose an Air Defence enemy unit after choosing an Air Defence Site - fixed. Removed the old F-4E. Certain Mission in the QAG place units off map on Cold War Germany - fixed. Voice chat Fixed: Radio mode cannot be selected if 'Switch to radio at startup' option is not selected Fixed: Client crashes when changes slot during radio transmission of another client DCS: Data Transfer Cartridge (DTC) by Eagle Dynamics Fixed: FDTC Lua state doesn't clear in DTC destructor. Fixed: F-16 Semi-Automatic mode logic errors using custom DTC CMDS tables. Fixed: F/A-18 Semi-Automatic mode logic errors using custom DTC CMDS threat tables. Fixed: UI "Open DTC" button for Dynamic Spawns in unit loadout screen - added "Open DTC" button to dynamic slots. Fixed: SEARCH only radars must be set to the default CMDS program of NONE. DCS: F/A-18C by Eagle Dynamics Fixed: AIM-7 FLOOD option disappears after momentary track loss. Fixed: Randomly can't uncage AIM-9. Fixed: Flash light options stop working after engine start. The FCR Terrain avoidance (TA) mode is under active development and testing. This Terrain avoidance (TA) mode is planned for release in summer 2025. NOTE: Multi-Sensor Integration (MSI) of surveillance-only tracks that can be set as the L&S and DT2 is in testing and is planned for the following update. DCS: F-16C Viper by Eaglе Dynamics Fixed: Default azimuth is set to A1 instead of A6. Fixed: Pressing MSL STEP with different AGM-65 variants on each wing creates erroneous seeker behavior. Fixed: Erroneous TD Box and TGP movement if TGP is SOI when returning pre-designate. Fixed: HAD Threat Class numbers disappear when selected. Fixed: AGM-65 Handoff Status indicators on TGP and WPN MFD formats removed erroneously. Fixed: Navigation continues to work even after the INS is turned off. Fixed: INS drift is not GPS corrected and INS drift adds up to more than 1000 ft over time. Fixed: TPOD, AGR and ILS mark twitching when switching the SOI while moving the sensor. Fixed: AA TD Symbology is missing in the HMCS. Fixed: AOA bracket is showing the wrong angles. Fixed: HMD A-A TGP TD arrow stuck after un-designation. Fixed: HAD Page mode cycle only works with handoff. NOTE: AN/ASP-33 Advanced Targeting Pod (ATP) Update: Although our hope and intention was to release this new targeting pod for the Viper by the end of Quarter 2 of 2025, it requires a bit more time in testing to ensure a quality release that will include new features like Multi-Target Tracking (MTT), Picture-in-Picture that combines the infrared and TV cameras, Extended Range (XR) functions, and more. This targeting pod is planned for release in summer 2025. DCS: AH-64D by Eagle Dynamics Fixed: Logic for removal of TADS from crewmember's ACQ list. Fixed: BOOST button cannot be manually enabled. NOTE: Other remaining features are in development like The FCR Terrain Profile Mode (TPM) mode and all new George as CPG commands to allow much more extensive and realistic operation. Both are planned for release in summer 2025. DCS: CH-47F by Eagle Dynamics MFD updates: Implemented HSD Hover display mode (HSDH): The mode is functional in both FULL and HALF display formats. Hover ACP in HSDH mode is displayed for the following flight plan leg types: HOV, STP, LND via L6 bezel key. Hover ACP can be set (overridden) to the current helicopter position via L8 key. Hover display scale can be changed via L7 bezel key. Implemented FPLN FUEL & POWER page. Implemented LEG DATA page (some data fields are work in progress). In NRT mode on the HSI, the aircraft symbol now correctly rotates according to the helicopter’s current heading. In NRT mode the Heading Box now reflects the current heading value. The heading displayed values range is now [1, 360] (was [0, 359]). Added range rings to HSD in HALF display format. Fixed incorrect behavior of CDU FPLN DATA 1 page for STP and LND FPPs. Implemented default leg params assignment for STP and LND FPPs. Added TQ AVL/REQ values for Engine Instrument/Power Train Page. CDU updates: Implemented Data Search functionality: Implemented the following CDU pages: DATA SEARCH MENU CLOSEST DATA DATA Implemented data search for the following ACP types: Airports Navaids Fixes User and Target ACPs Markpoints Implemented the data search process using RPID/UDID Implemented the DUPLICATE CDU page Updated CDU pages: INAV page EGI1/2 pages, INU1/2 pages, GPSs page (work in progress) EGI1/2 POSITION UPDATE INU1/2 POSITION UPDATE START PAGE 2/2 (INAV modes added) Added CDU pages: PROGRESS 1/3, 2/3, 3/3 subpages (available via INDEX 2/2 page) MODEL AIRCRAFT subpage MSN 1/2, MSN 2/2 pages MSN SETUP page MSN SELECT PAGE Maintenance Page 1/2, 2/2 (work in progress) IFF 1/2, 2/2 pages Group of LRU ACFT MNGMT SYS pages Displays the CDU# STATUS Displays the MFD# STATUS LRU MGMT SYSTEM (work in progress) Other CDU improvements: Updated the loading logic for flight plans and waypoints Made minor adjustments to device mode behavior for FPLN CDU pages Fixed: Anti-torque pedal trim is not respecting Special options Fixed: Marianas map is offset in the MFD Added: Keyboard input option for MFDs. Added: Keyboard input option for CDUs. DCS: Mi-24P Hind by Eagle Dynamics ASP-17V sight showing impact correction for S-24 rockets in AUTO mode - changed to realistic behavior to show correction as if it would be an S-8 rocket even if S-24 is used. DISS-15 control panel rolling counter inaccurate animation and stencil placement - fixed. DCS: Mi-8 Magnificent Eight by Eagle Dynamics DISS-15 control panel rolling counter inaccurate animation and stencil placement - fixed F2 view, the entire crew is stuck in looking down animation - fixed. DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: HOG menu Back button not modeled. Fixed: Incorrect Audio (Bingo advisory, incoming Freetext message). Fixed: Radio Channel Select AFT [CN DN] and FWD [CN UP] are reversed in the key bindings. Fixed: MPD and VSI freeze at Midnight. Fixed:Comm Page - ADD/DELETE stuck in loop if page changed while input. Fixed: NVG Intensity Increase/Decrease very slow. DCS: F-86F by Eagle Dynamics Fixed: Jettison sound bug. DCS: L-39 Albatros by Eagle Dynamics Added Instant Action Missions for Iraq map DCS: Black Shark 3 by Eagle Dynamics Fixed non-localized hint in cockpit ABRIS. SNS accuracy low - improved SAI drift is too high - improved DCS Mirage F1 by Aerges General: F1BE rear seat standby horizon cage/uncage commands were added to autostart/autostop macros. F1BE rear seat 'Oxygen warning cut-off switch' was added to autostart/autostop macros. Fixed artifact when canopy is opened mid-air. Weapons: Now "Cannon 300-600m and missile lock/unlock button" release (return back to 30 degrees scan) will not break R550 target lock. To break lock the button should be pressed again. Fixed some types of payload that were restoring when jettisoned with 'Unlimited Weapons' option enabled. Reduced Sidewinder and Magic missiles launch preparation times, when those are launched unarmed (jettisoned for example). Systems: Both radio channels selectors now have a delay before repetitive action is started, when those are activated by the corresponding 'clockwise' and 'counterclockwise' input commands. Improved Optical Sight font readability, removed font artifacts at lower zooms. DCS: C-101 Aviojet by AvioDev Fixed not working 4 stations ripple launches. Airspeed indicator reference bug now has unrestricted 360 degrees rotation. The standby horizon is now remaining caged when pulling the knob and turning it fully clockwise. Fixed the problem with the rear cockpit throttle being not properly animated. RIP mode logic was updated - bombs are dropped now one by one, not in pairs. A/A missiles are jettisoned now by performing inert launch (previously they were dropped like a bomb). Emergency jettison is performed by pairs now - outboard, inboard, center stations, with 300 ms time intervals. Reduced Sidewinder and Magic missiles launch preparation times, when those are launched unarmed (jettisoned for example). DCS: JF-17 by Deka Ironwork Simulations Added. AA Radar TWS EXP mode (HOTAS S2 right or MFCD L2 OSB to enter) Fixed. HPT info not displayed on radar page if in RWS-DTT mode. Mission. Resaved mission files to fix fuze issue for laser weapons Mission. Added more qualification missions. DCS: Kola map by Orbx New Airfield: XLMW - Kilpyavr Air Base New Airfield: XLML - Luostari Air Base New Airfield: XLMY - Koshka Yavr Air Base New Airfield: ULPK - Kalevala Airport New Airfield: XLPU - Poduzhemye Air Base New Airfield: XLMF - Afrikanda Air Base New infrastructure around new airfields Replaced Summer Textures (Still WIP) Fixed: First Colour pass correction Fixed: Optimization Pass across the map Fixed: Andoya C22 Hardened Aircraft Shelter vegetation removed Fixed: F10 runway text updated on Kitilla airport Fixed: Runway heading information correct at Alta airport Fixed: Minor terrain glitches around the map addressed Fixed: Parking Number duplication Fixed: Spelling error on Evenes terminal corrected Fixed: Fixed errors on Monchegorsk and Alakourtti callsigns Campaigns DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Mission 01 - "Pig-2 Attack" repeats during the attack. Easily fixed. DCS: AV-8B Kerman Campaign by Ground Pounder Sims Mission 6 - Minor adjustments to FARP Romeo. DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Mission 13,14,15,16 - Various minor updates and fixes. DCS: F/A-18C The Rampagers by Baltic Dragon Mission 11 created failsafe for SA-8 missile launch Mission 12 updated failsafe for bank vault destruction DCS: F4U-1D By Magnitude 3 - Known issues Engine oil temperature dynamics initial implementation - WIP Engine cooling dynamics implemented, but WIP Rocket box switch cover clickable region very small Hook clipping through ground and carrier Starter switch accessible without cover open Pilot body twists left when turning aircraft left Pilot falls through cockpit when ejecting on ground Cockpit reflections WIP USS Essex - 127mm Guns have no firing sounds F4U AI Will not use BAT Bomb Flap control arm clips when wings folded BAT Bomb Target Alarm light does not illuminate BAT Bomb has issues when used with unlimited ammo
    32 points
  2. Seems like adding clickable actions will fix the su-27FM problems with su-25a avionics So, we're going clickable!
    17 points
  3. 15 points
  4. Release Version Current version number: DCS 2.9.16.10973.1 Next planned update: 19th June 2025 ( subject to change )
    13 points
  5. Su-22m4 cockpit got proper normalmaps and roughmets now. Also, I announce that Su-22 will have some basic clickable functionality - simplified cold start, wing sweep controll, lights, gears, weapon panel etc Clickable cold start will fix problems with cold start that the mod currently have - Su-27 FM sees the plane as having 2 engines and nose wheel steering while Su25A avionics dont see it (and obvously we have one engine) It makes you unable to turn when started cold. Making a clickable action through lua should force comands like NWS on and "both" engines start into FM. We'll see how that works, stay tuned for more updates
    13 points
  6. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.17.11733/ Addition of the free DCS: Mariana Islands World War II map. Addition of the DCS: F-4U Corsair Early Access release. Addition of the DCS: F-4E - Northern Defenders 'Phantoms Rising' Campaign. Addition of the DCS: P-47D Wolfpack II: Overlord Campaign. NOTE: This is the first stage of building the Summer 1944 Mariana Islands scenario that will offer both the free new map and the Corsair, Essex-class aircraft carrier, and several Japanese ground units. In parallel, other assets are being created like the F6F Hellcat and many United States and Imperial Japanese air, ground, and naval units. Please see: Pacific Theatre of Operations | CH-47F Development Progress | Lunar Sale Final Hours - Page 3 - Official Newsletters - ED Forums For this scenario, we are creating an extensive and accurate set of units that match the time and location to recreate the Battle for the Mariana Islands and the Battle of the Philippine Sea. DCS Core CTD. Crash during plane landing if the aircraft carrier is deactivated - fixed. CTD. Terrain Engine: sometimes crashes when switching map in Mission Editor - fixed ME. The template is not placed through Edit - Add template - fixed. ME. Resource manager. 'Copy to' in airfield resource manager does not copy all settings - fixed ME. Units are replaced after a coalition change when they are switched from neutral to red or blue - fixed ME. Multi-Select tool icon artefact - fixed ME. Range rings prevent the selection of units / waypoints -fixed. GUI. MP Dynamic spawn fields list not sorted by name - fixed GUI. Dynamically spawned FARPs via script do not show in dynamic spawns interface - fixed. GUI. F10 map, MGRS and NET show buttons state now will be saved to last used. MP respawn - improved algorithm for checking park space before spawn for suitability AI Aircraft. Wingman F/A-18C may crash after firing their AGM-84/88 missiles at low altitude during egress - fixed AI Aircraft. Mosquito, A-20G, and Ju-88 drop bombs through bomb bay doors. The bomb bay doors don't have time to open - fixed AI Aircraft. The AI aircraft stops on the runway in some cases, blocking it and not going further - fixed. AI Aircraft. AIs can show false positions of flight control surfaces when flying in group - fixed. AI Aircraft. Large AI planes tend to land not on a centerline of runway - fixed. AI Aircraft. A-50, Il-76, Il-78, and KC-135, spoilers animations corrected. AI Aircraft. F-4E is able to independently guide both AGM-12C simultaneously - fixed. AI Aircraft. Other numerous AI aircraft adjustments sync: behavior during maneuvers, group flight, landings etc. AI Ground. Added radar signatures for WWII units. Ground units. Fixed incorrect targeting for SAM Buk (SA-11). Ground units. Adjusted priority target for armor units. Ground units. Disabled firing of AP shells at infantry from a tank. Ground units. Fixed guidance to multiple targets for SAM systems. Weapons. S-8OFP2 rockets are coming out of the back of the pod and clipping into the handles - fixed. Weapons. AESA missiles will be able to homing onto JF-17 in HOJ mode. Weapons. SA-11 Buk 9M38 missile aerodynamics overhaul. Weapons. SA-6 Kub. Add control delay after launch. Weapons. R-27 missile family. Missiles now give AI more information so AI could better calculate decisions for launches. Weapons. The SAMP-250 is frequently blowing up adjacent bombs in a salvo when dropped in intervals - partially solved. Weapons. Active seeker additionally will notify all AI aircraft in main lobe now about being present in its range Su-25T. Added Instant Action Missions for Iraq map. Quick Action Generator fixes and improvements: Optimize map processing for mission generation. Wrong list of countries in Era presets - fixed. Not enough tasks for Spitfire - fixed.. Start from an Airfield - wrong starting location of player - fixed. Incorrectly generated mission Anti-Ship SR - fixed. Allied units list only updates with added units after closing and re-opening - fixed. Speed and altitude of units do not have appropriate minimum and maximum limits - fixed. Removed old F-14A. Su-25 was missing - fixed. AV-8B was missing as a player controllable aircraft - fixed. Player aircraft icon does not rotate to face the target - fixed. Own aircraft selection limits country selection options - fixed. AJS-37 is missing as a player controllable aircraft - fixed. AI Aircraft skill level lacks Random option - fixed. GUI Error trying to return to generator after Planner - fixed. Nothing happens when you press the Regenerate button in some cases - fixed. The "Сancel" button doesn't cancel changes in the window Setup Loadout - fixed. F-4E-45-MC is not an option when the era is not set to "All" - fixed. Cannot choose an Air Defence enemy unit after choosing an Air Defence Site - fixed. Removed the old F-4E. Certain Mission in the QAG place units off map on Cold War Germany - fixed. Voice chat Fixed: Radio mode cannot be selected if 'Switch to radio at startup' option is not selected Fixed: Client crashes when changes slot during radio transmission of another client DCS: Data Transfer Cartridge (DTC) by Eagle Dynamics Fixed: FDTC Lua state doesn't clear in DTC destructor. Fixed: F-16 Semi-Automatic mode logic errors using custom DTC CMDS tables. Fixed: F/A-18 Semi-Automatic mode logic errors using custom DTC CMDS threat tables. Fixed: UI "Open DTC" button for Dynamic Spawns in unit loadout screen - added "Open DTC" button to dynamic slots. Fixed: SEARCH only radars must be set to the default CMDS program of NONE. DCS: F/A-18C by Eagle Dynamics Fixed: AIM-7 FLOOD option disappears after momentary track loss. Fixed: Randomly can't uncage AIM-9. Fixed: Flash light options stop working after engine start. The FCR Terrain avoidance (TA) mode is under active development and testing. This Terrain avoidance (TA) mode is planned for release in summer 2025. NOTE: Multi-Sensor Integration (MSI) of surveillance-only tracks that can be set as the L&S and DT2 is in testing and is planned for the following update. DCS: F-16C Viper by Eaglе Dynamics Fixed: Default azimuth is set to A1 instead of A6. Fixed: Pressing MSL STEP with different AGM-65 variants on each wing creates erroneous seeker behavior. Fixed: Erroneous TD Box and TGP movement if TGP is SOI when returning pre-designate. Fixed: HAD Threat Class numbers disappear when selected. Fixed: AGM-65 Handoff Status indicators on TGP and WPN MFD formats removed erroneously. Fixed: Navigation continues to work even after the INS is turned off. Fixed: INS drift is not GPS corrected and INS drift adds up to more than 1000 ft over time. Fixed: TPOD, AGR and ILS mark twitching when switching the SOI while moving the sensor. Fixed: AA TD Symbology is missing in the HMCS. Fixed: AOA bracket is showing the wrong angles. Fixed: HMD A-A TGP TD arrow stuck after un-designation. Fixed: HAD Page mode cycle only works with handoff. NOTE: AN/ASP-33 Advanced Targeting Pod (ATP) Update: Although our hope and intention was to release this new targeting pod for the Viper by the end of Quarter 2 of 2025, it requires a bit more time in testing to ensure a quality release that will include new features like Multi-Target Tracking (MTT), Picture-in-Picture that combines the infrared and TV cameras, Extended Range (XR) functions, and more. This targeting pod is planned for release in summer 2025. DCS: AH-64D by Eagle Dynamics Fixed: Logic for removal of TADS from crewmember's ACQ list. Fixed: BOOST button cannot be manually enabled. NOTE: Other remaining features are in development like The FCR Terrain Profile Mode (TPM) mode and all new George as CPG commands to allow much more extensive and realistic operation. Both are planned for release in summer 2025. DCS: CH-47F by Eagle Dynamics MFD updates: Implemented HSD Hover display mode (HSDH): The mode is functional in both FULL and HALF display formats. Hover ACP in HSDH mode is displayed for the following flight plan leg types: HOV, STP, LND via L6 bezel key. Hover ACP can be set (overridden) to the current helicopter position via L8 key. Hover display scale can be changed via L7 bezel key. Implemented FPLN FUEL & POWER page. Implemented LEG DATA page (some data fields are work in progress). In NRT mode on the HSI, the aircraft symbol now correctly rotates according to the helicopter’s current heading. In NRT mode the Heading Box now reflects the current heading value. The heading displayed values range is now [1, 360] (was [0, 359]). Added range rings to HSD in HALF display format. Fixed incorrect behavior of CDU FPLN DATA 1 page for STP and LND FPPs. Implemented default leg params assignment for STP and LND FPPs. Added TQ AVL/REQ values for Engine Instrument/Power Train Page. CDU updates: Implemented Data Search functionality: Implemented the following CDU pages: DATA SEARCH MENU CLOSEST DATA DATA Implemented data search for the following ACP types: Airports Navaids Fixes User and Target ACPs Markpoints Implemented the data search process using RPID/UDID Implemented the DUPLICATE CDU page Updated CDU pages: INAV page EGI1/2 pages, INU1/2 pages, GPSs page (work in progress) EGI1/2 POSITION UPDATE INU1/2 POSITION UPDATE START PAGE 2/2 (INAV modes added) Added CDU pages: PROGRESS 1/3, 2/3, 3/3 subpages (available via INDEX 2/2 page) MODEL AIRCRAFT subpage MSN 1/2, MSN 2/2 pages MSN SETUP page MSN SELECT PAGE Maintenance Page 1/2, 2/2 (work in progress) IFF 1/2, 2/2 pages Group of LRU ACFT MNGMT SYS pages Displays the CDU# STATUS Displays the MFD# STATUS LRU MGMT SYSTEM (work in progress) Other CDU improvements: Updated the loading logic for flight plans and waypoints Made minor adjustments to device mode behavior for FPLN CDU pages Fixed: Anti-torque pedal trim is not respecting Special options Fixed: Marianas map is offset in the MFD Added: Keyboard input option for MFDs. Added: Keyboard input option for CDUs. DCS: Mi-24P Hind by Eagle Dynamics ASP-17V sight showing impact correction for S-24 rockets in AUTO mode - changed to realistic behavior to show correction as if it would be an S-8 rocket even if S-24 is used. DISS-15 control panel rolling counter inaccurate animation and stencil placement - fixed. DCS: Mi-8 Magnificent Eight by Eagle Dynamics DISS-15 control panel rolling counter inaccurate animation and stencil placement - fixed F2 view, the entire crew is stuck in looking down animation - fixed. DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: HOG menu Back button not modeled. Fixed: Incorrect Audio (Bingo advisory, incoming Freetext message). Fixed: Radio Channel Select AFT [CN DN] and FWD [CN UP] are reversed in the key bindings. Fixed: MPD and VSI freeze at Midnight. Fixed:Comm Page - ADD/DELETE stuck in loop if page changed while input. Fixed: NVG Intensity Increase/Decrease very slow. DCS: F-86F by Eagle Dynamics Fixed: Jettison sound bug. DCS: L-39 Albatros by Eagle Dynamics Added Instant Action Missions for Iraq map DCS: Black Shark 3 by Eagle Dynamics Fixed non-localized hint in cockpit ABRIS. SNS accuracy low - improved SAI drift is too high - improved DCS Mirage F1 by Aerges General: F1BE rear seat standby horizon cage/uncage commands were added to autostart/autostop macros. F1BE rear seat 'Oxygen warning cut-off switch' was added to autostart/autostop macros. Fixed artifact when canopy is opened mid-air. Weapons: Now "Cannon 300-600m and missile lock/unlock button" release (return back to 30 degrees scan) will not break R550 target lock. To break lock the button should be pressed again. Fixed some types of payload that were restoring when jettisoned with 'Unlimited Weapons' option enabled. Reduced Sidewinder and Magic missiles launch preparation times, when those are launched unarmed (jettisoned for example). Systems: Both radio channels selectors now have a delay before repetitive action is started, when those are activated by the corresponding 'clockwise' and 'counterclockwise' input commands. Improved Optical Sight font readability, removed font artifacts at lower zooms. DCS: C-101 Aviojet by AvioDev Fixed not working 4 stations ripple launches. Airspeed indicator reference bug now has unrestricted 360 degrees rotation. The standby horizon is now remaining caged when pulling the knob and turning it fully clockwise. Fixed the problem with the rear cockpit throttle being not properly animated. RIP mode logic was updated - bombs are dropped now one by one, not in pairs. A/A missiles are jettisoned now by performing inert launch (previously they were dropped like a bomb). Emergency jettison is performed by pairs now - outboard, inboard, center stations, with 300 ms time intervals. Reduced Sidewinder and Magic missiles launch preparation times, when those are launched unarmed (jettisoned for example). DCS: JF-17 by Deka Ironwork Simulations Added. AA Radar TWS EXP mode (HOTAS S2 right or MFCD L2 OSB to enter) Fixed. HPT info not displayed on radar page if in RWS-DTT mode. Mission. Resaved mission files to fix fuze issue for laser weapons Mission. Added more qualification missions. DCS: Kola map by Orbx New Airfield: XLMW - Kilpyavr Air Base New Airfield: XLML - Luostari Air Base New Airfield: XLMY - Koshka Yavr Air Base New Airfield: ULPK - Kalevala Airport New Airfield: XLPU - Poduzhemye Air Base New Airfield: XLMF - Afrikanda Air Base New infrastructure around new airfields Replaced Summer Textures (Still WIP) Fixed: First Colour pass correction Fixed: Optimization Pass across the map Fixed: Andoya C22 Hardened Aircraft Shelter vegetation removed Fixed: F10 runway text updated on Kitilla airport Fixed: Runway heading information correct at Alta airport Fixed: Minor terrain glitches around the map addressed Fixed: Parking Number duplication Fixed: Spelling error on Evenes terminal corrected Fixed: Fixed errors on Monchegorsk and Alakourtti callsigns Campaigns DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Mission 01 - "Pig-2 Attack" repeats during the attack. Easily fixed. DCS: AV-8B Kerman Campaign by Ground Pounder Sims Mission 6 - Minor adjustments to FARP Romeo. DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Mission 13,14,15,16 - Various minor updates and fixes. DCS: F/A-18C The Rampagers by Baltic Dragon Mission 11 created failsafe for SA-8 missile launch Mission 12 updated failsafe for bank vault destruction DCS: F4U-1D By Magnitude 3 - Known issues Engine oil temperature dynamics initial implementation - WIP Engine cooling dynamics implemented, but WIP Rocket box switch cover clickable region very small Hook clipping through ground and carrier Starter switch accessible without cover open Pilot body twists left when turning aircraft left Pilot falls through cockpit when ejecting on ground Cockpit reflections WIP USS Essex - 127mm Guns have no firing sounds F4U AI Will not use BAT Bomb Flap control arm clips when wings folded BAT Bomb Target Alarm light does not illuminate BAT Bomb has issues when used with unlimited ammo
    11 points
  7. I just wanted to thank the developers of the Corsair for creating such a beautiful module for DCS. The Corsair has been my absolute favorite aircraft for many years - I'm sure that I'm not the only one this applies to After years of flying the F4U in WT sim battles I found myself longing for a more accurate representation of this legendary aircraft and since some of the teasers published around 2019 I found myself excitedly waiting for the DCS Corsair! And now in 2025 it's finally here! I've taken the Hog out for a couple of test flights now and I just wanted to say WOW! What a gorgeous looking aircraft with amazing texture work and plenty of beautiful liveries (including some to roleplay -1 and -1A Corsair models!!). The flight model feels so detailed and rich as well, I'm not a real pilot but it certainly seems to check out compared to the stories from the pilots that actually flew these birds. It flies beautifully in DCS - my first flights really felt exhilerating and quite honestly made me sweat a little! This Hog is certainly gonna make me practice my stick 'n rudder skills a lot more! Can't wait to make some proper missions for the Ensign Eliminator It was worth the wait and certainly worth every penny - again, thanks so much for beautifully representing this legendary fighter in DCS. Of course, some screenshots below!
    10 points
  8. I just bought it even if I'm sure it will be full of bugs. I just want to support the ww2 development.
    9 points
  9. Release Version Current version number: DCS 2.9.16.10973.1 Next planned update: 19th June 2025 ( subject to change )
    8 points
  10. The patch is coming today ( planned), but it will come when it is ready to. Before long you will be enjoying the F4U
    7 points
  11. I don't get all the complaining about the Kola map. It's quite a little hobby group of people whining about it. All I can say is if ya don't like it - don't buy it. That's simple enough. I bought the Kola map and I love it. All the maps have their own charm and uses.
    6 points
  12. I have bought the Corsair. She is mine!
    6 points
  13. For now russia, poland, czech republic, ukraine, peru, syria, libya, germany, hungary
    6 points
  14. That is that nature of warbirds. They are not easy to fly but much more rewarding than more modern aircraft. The flight model might be spot on.
    5 points
  15. Just downloaded the F-4U and gave the carrier takeoff/landing a try. Takeoff is easy, but landing back on deck is freaking scary. This bird is very sensitive to throttle input, so just a touch her and there is sufficient once she's trimmed. Visibility on final is horrible. I'm sure it'll get better with practice but this first landing was quite literally "on a wing and a prayer"... https://youtu.be/BtxYLh-3Xc8
    5 points
  16. As mentioned before until I get approval from QA we wont know. When I get approval I will update the patch status post as we usually do.
    5 points
  17. It's a temperamental beast, a bit twitchy, but it rewards good airmanship like all other warbirds. Still, it is the Ensign Eliminator.
    4 points
  18. No not that I am aware of. I dont know where you are in the world, but I am in the UK and my office is currently 34 degrees.
    4 points
  19. A small reminder that the WWII carrier pattern is much lower and closer than the jet pattern that we are used to flying. The long nosed birds flew a curved pattern all the way to the stern. Don’t forget to get the ship moving and/or add some natural wind so you have 30 knots of wind over the deck.
    4 points
  20. Чисто на опыте предыдущих переносов не накинуть лишнего запаса к ориентированному сроку (так на всякий), это наличие или отсутствие... ... прогностических способностей?
    4 points
  21. Full fidelity shilka module confirmed
    4 points
  22. After spending more time with QAG, I have some ideas and proposals to submit to the kind people at ED. I think that the proposed goals for QAG to serve as an easy, quick method to attract and keep engrossed new players is very difficult to accomplish with the current incarnation of QAG. Since I do want to be as constructive as possible, below please find an illustrated proposal how QAG can easier bridge the gap between a new player and having fun with DCS. Please be advised that the proposal is squarely aimed at new, or low-sophisticated users, and it's scope is limited to low-complexity missions. My goal was to pare down the UX/UI to a level that allows a quick mission creation, focused on a fun interaction. So, with that in mind... GOAL The aim of this GUI and underlying App is to provide a quick, simple interface and forgiving interface that results in simple, engaging non-repetitive missions for neophyte users of DCS. As such, it should guide the player through the process, always be tolerant of mistakes, and create missions that make sense from the perspective of the player (for example, if the players chooses to start an "Ground Attack" mission, and forgets to equip Air to ground weapons, there should at least be a warning, and the ability to go back to setting up th emission). This means that a lot of smart defaulting for values is required, and should a user change a setting that would require new defaulting of values that already were changed by the player, a warning will appear (for example, if the player has chosen a load-out for his aircraft, and changes the aircraft, a warning that this will void his previous load-out will appear. If they did not change the load-out, changing the aircraft will not bring up the warning) NOTE: the aim of this generator is ease of use, not generating a broad range of mission complexity. Complex missions are the realm of Mission Editor. This generator is aimed at QUICKLY generating FUN missions for new/inexperienced players, so the scope of the generated missions must be tightly controlled. It is NOT designed to generate any kind of mission imaginable, nor advanced, high-complexity missions (e.g. any mission requiring air-to-air refueling is well outside the generator's scope). The GUI is set up as a panel with several Tabs. Each tab is dedicated to an aspect of the mission. Values in each tab are defaulted intelligently to help guide the player, and they never overwrite values that have been changed by the player without prior warning and acceptance from the player. Currently two tabs (IMHO) suffice to set up this QAG, the images below propose a third (as to yet undefined) tab "Other" that is not required. It's just how I work, please bear with me. NOTE Any edit on any tab should support AT LEAST ONE LEVEL OF UNDO NOTE All generated missions should be saved to a folder and be instantly recallable by players so they can be shared and modified. THE MISSION TAB MAP Pop-Up Allows selection of map. Only maps owned by the player are enabled, while all maps are shown (a map that isn't owned by the player is greyed out, and still visible so the player knows what maps are available should they purchase them. A later iteration of the map should allow the player to go to the store to purchase the map now). A low-res rendition of the map is show (perhaps taken from the relevant map folder). Notes: No Country selection, player is always Combined joint blue, enemy is always red. Defaults to Caucasus or whatever last used Note: No map is actually loaded, as the entire QAG UX does not support locality. This level of complexity is not necessary for new players. Implementation-dependent, a map may have to be loaded during the actual mission generation MISSION TYPE A Clear-Text selection of SIMPLE TO UNDERSTAND mission types that define the parameters of the mission. For example "Attack Ground Vehicles" defines a mission where the player is expected to attack ground vehicles with their aircraft. Note that the type of mission does NOT prejudice the aircraft in any way, so any mission type can be chosen for any aircraft, even if that does not make sense from an expert's mind. It's the challenge for the app to make this engaging, not a task for the player to know enough about their plane and it's capabilities. If, for example, the player has chosen 'Carrier Operations' as mission type, and an A-10A as aircraft, there should be a warning that the A-10 isn't carrier capable, and if th emission starts, the A-10 is put into the air above the carrier, with the same goals as a carrier capable aircraft would have. The player will then have to decide how to proceed. But the generator will let the player do what they want. The generator is also smart to utilize the resources owned by the player: if the player chooses a warbird for a 'search and destroy' mission and owns the WWII asset pack, the gen automatically also includes objects/enemies from that pack; if the player chooses 'carrier ops' as mission type and owns SC, SC resources are prioritized over standard DCS carriers etc. Defaults to Ferry or whatever last used Examples Ferry / Transport - fly an aircraft from A to B. Distance and other obstacles are determined by difficulty. Escort / Formation - An escort type mission where the player is to fly close/accompany another aircraft(s). Difficulty determines dissimilarity and number of changes that the flight path of the other planes have. Attack Ground Vehicles - Attack a number of ground vehicles at a location. Which and number of vehicles are determined by difficulty Attack Installation - Attack and destroy a building, installation or bridge at some map coordinates. Difficulty controls how well it is defended Air Combat - engage enemy aircraft. Which aircraft and number of enemies is determined by difficulty Attack Ships - attack ships. Which ships and number determined by difficulty Carrier Operations - launch from the carrier and (depending on difficulty), some other goals. If player owns the SC module, the generator automatically uses SC units, standard DCS (Stennis) units else. The generator should be smart in these things, Attack Air Defenses -Attack Air defenses. Difficulty determines type and number. Air Patrol - Defend an airspace from enemy aircraft ("CAP") Search And Destroy - Look for, and destroy, ground vehicles in an area. The gen's "secret sauce" can shine here - if ac type is a helo, the area can be smaller and more rugged, if it's an attack plane there can be heavy armor, if it's a fast mover some lightly armed vehicles etc. And of course, the gen guarantees that all targets are era-compliant (or older) with player's aircraft, so we don't need to set that. Be smart about the data we have. (SAR - later) DIFFICULTY The magic dust in this mission generator, a catch-all to hide complexity. In general it is used to determine the number, skill level and lethality of the enemy in relation to the player's aircraft. On lower levels, this should be conservative: For example, if the player's aircraft is an A-10 and mission type is "Air combat", the gen only uses planes that match the A-10's capabilities or less, for example another A-10, or perhaps some less capable helicopters. Making this work well, balancing the mission well though this diffuse parameter will be the make-or-break feature of this generator, so place utmost attention to the design and balancing of this attribute. Defaults to Easy or whatever last used. Choices could be "Easy - Fun - Normal - Challenging - Hard - Deadly" Difficulty is never explained. It just is. It's the magic of the game. SEASON Time of year, usually only affects the map (and perhaps air temperature). Defaults to Any owlu Choices are "Any (random) - Spring - Summer - Autumn - Winter" TIME OF DAY Choices "Any (random" - Dawn (shortly after sunup" - Mid-Day - Dusk (shortly before sundown) - Night" Defaults to Dawn owlu WEATHER Only a few choices here to simplify settings Choices "Good - Cloudy - Bad" -- with wind picking up progressively, as does precipitation and fog. "Good" translates to little wind, Clear to scattered, "Cloudy" to mid wind and Overcast etc. Note: "Difficulty does not affect Season nor weather" Defaults to "Good" owlu START Where the aircraft starts from. For some missions (e.g. Air Combat) 'In Air' is preferrable, and a warning should be shown if something else is chosen, but it should not be prevented. Choices: Runway (from the runway of an airfield that the gen chooses sufficiently close to the action) Tarmac/Hangar COLD & DARK (airfield that the gen chooses sufficiently close to the action) Tarmac/Hangar Started up (airfield that the gen chooses sufficiently close to the action) In Air close to Action DESCRIPTION A brief narration of ALL current settings (including those from other tabs), what the player should expect should they press GO now GO Start the mission with current settings now. Before the mission is started, a number of consistency checks are run. All checks that fail are collected and presented as a list to the player (e.g. "The A-10A is not suitable for carrier operations", with the player being able to choose between "Proceed anyway" or "Go Back" to change some offending settings. Note: player has no control over locality of neither their plane nor the enemy, this is al decided by the generator to keep complexity for the player down. MY PLANE TAB This controls the player's loadout and number of aircraft in wing. Note that the loadout should be intelligently defaulted when the player changes mission type UNLESS THE PLAYER HAS CHANGED THE LOADOUT, in which case the player has the ability to decline defaulting via a dialog. If the player changes the aircraft type, and they already have changed the loadout, allow the player to not change the aircraft. Note that since the App should support at least one level of UNDO, this is merely interface chrome. When a new aircraft type is chosen, the best possible loadout is chosen for the particular mission type. AIRCRAFT A pop-up menu of player-controllable aircraft types. It should list all aircraft modules that are potentially purchasable, with those that aren't currently owned by the player disabled (note that in future versions there could be the option of players linking directly to the store to purchase the module). If a type is well suited for the currently chosen mission type, the type name is preceded by a diamond (and/or in boldface letters, and the background may be dark green although if used exclusively, color-coding fails for some color-blind people), to indicate mission suitability. If a type is unfit for the current mission type (e.g. A-10A for carrier missions), the type name is preceded by a skull (or similarly discouraging) symbol, and the background may be red (exclusively color-coding is a bad UX decision because of potentially color-blind players). NUMBER OF AIRCRAFT IN WING: A pop-up menu for the number of aircraft (all same type) in wing. Choices are 1 (player only) to 4 (player, plus three AI). AI skill level is defined by difficulty (panel I), and should always be Veteran or above. Loadout of all aircraft is identical to player. UNDER-WING Boxes 1..N LEFT-Clicking into this box brings up the loadout selection. The DCS drop-down menu isn't all that bad, it's just not neophyte friendly. A better, more elaborate, neophyte-friendly per-item description would be helpful (e.g. instead of "LAU 105 with 1xAIM 9L Sidewinder IR AAM" we would use "AIM 9L Sidewinder ("Heat Seeker") Missile" A click and drag interface window that open as and allows players to drag the possible armament from a selection (with good description, to allow players to differentiate a short-range Heat-Seeker Sidewinder from a radar-controlled mid-range "Slammer") to that station would be MUCH better and should be implemented in a later release NOTE: There is no interface for Fuel, Gun ammo, chaffs, flares, formation etc. It always defaults to the best (most logical) values for the chosen mission. GET BEST LOADOUT (Button) Button to load the best loadout for all station for the particular mission that is currently selected. LIVERY (OPTIONAL, CLUTTERS INTERFACE, LITTLE BENEFIT) Pop-up for all available liveries for this type. DESCRIPTION A brief narration of ALL current settings (including those from other tabs), what the player should expect should they press GO now GO Start the mission with current settings now. Before the mission is started, a number of consistency checks are run. All checks that fail are collected and presented as a list to the player (e.g. "The A-10A is not suitable for carrier operations", with the player being able to choose between "Proceed anyway" or "Go Back" to change some offending settings. "OTHER" TAB Not required, we already have enough info to auto-generate a fun and engaging mission.
    3 points
  23. Thanks for the Corsair I just can't describe how I feel. Terrific job!
    3 points
  24. Thanks @felixx75. Im tired and some what drunk. I forgot to check this. I will retry and go to the Training mission.
    3 points
  25. Oh yeah, F4U seems very odd in this regard. Some switches go up with left click, some go down. So not even that's standardized. Also, a lot of rotary style controls don't function on mousewheel but you have to click and drag like they do in pretty much all other modules
    3 points
  26. 3 points
  27. DCS: F4U-1D By Magnitude 3 - Known issues Engine oil temperature dynamics initial implementation - WIP Engine cooling dynamics implemented, but WIP Rocket box switch cover clickable region very small Hook clipping through ground and carrier Starter switch accessible without cover open Pilot body twists left when turning aircraft left Pilot falls through cockpit when ejecting on ground Cockpit reflections WIP USS Essex - 127mm Guns have no firing sounds F4U AI Will not use BAT Bomb Flap control arm clips when wings folded BAT Bomb Target Alarm light does not illuminate BAT Bomb has issues when used with unlimited ammo
    3 points
  28. I will check, sometimes they are late with patch notes edit: No not this time, more to come in future patches
    3 points
  29. Nothing at all from Heatblur in this patch?
    3 points
  30. Enigma Inverview of F-100 and Beyond (a century series module?).
    3 points
  31. Patch is out. Now stop complaining and go there to buy it...
    3 points
  32. 3 points
  33. Programming maybe, but considering the -4 has a floorboard and boxy panels, I personally think it wouldn't take as long from the art side.
    3 points
  34. As mentioned when the patch is ready we will publish. we are close and you will soon all be having fun in this historic bird.
    3 points
  35. I'm waiting with you dont worry It will be worth it.
    3 points
  36. Так точно. Исправил. Спасибо. Понятно всё. Всё как и всегда...
    3 points
  37. Its going to need more time, we will keep you informed however.
    3 points
  38. I heard that ED was planning to release the module in Q2 of this year. We only have 11 days left for Q2, so do we have any news?
    3 points
  39. This message was brought to you by COPE.
    3 points
  40. RB can't take the F15E to another platform in its current guise, as it was made using ED's SDK, and coding, they would have to start from ground up again, otherwise there once again an issue with IP rights, I seem to recall that the Base model for the F15E was actually taken from ED's stock AI version, and RB souped it up ..again this would mean if thta was the case, RV would have to create the entire mesh for another F15E for whatever platform they'd apply their services to. They say no news is good news, even Ron seems to have stopped posting cryptic/stupid messages of recent times, whatever is going on, it's far from being a simple solution... we just have to keep flying our RB modules until they no longer work.
    3 points
  41. As much as we want WWII to continue and be successful there are realities to its development. It has a much smaller player base, the return on investment is much lower than modern aircraft. We have to use our resources very carefully and there has to be a return of investment for it to continue. This often means the planned work takes longer but it is worth it to keep the WWII content coming to DCS. Please don't forget DCS core is free to use, we have two free terrains and a third on the way ( WWII Marianas ), two free aircraft, with a third aircraft ( SU-25A ) also coming for free. We have no plans for a subscription model so we have to sell products to continue all of our development, that is usually in module sales, terrain and asset packs. thank you
    3 points
  42. Yepp, those are the 2 I’m working on
    2 points
  43. 2 points
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