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  1. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.18.12722/ DCS Core Weapons. Work in progress fixes for the following bombs explosive mass: M117, Mk-80 series, and WWII AN-M GP series. This also applies to Guided Bomb Units (GBU) that use the Mk-80 series of warheads. This is connected to the changes for SAMP bombs that we did in the previous patch and will be evaluated and finalized in future patches. Most rocket warhead families (at least Hydra/Zuni/FFAR, S-5/8/13/25, and SNEB-68) are already set up with parameters that match our available sources. Actual effect on targets is subject to change along with implementation of the fragmentation model. (We missed mentioning this in June 18’s update). AI aircraft. AV-8B NA, after taking off from the Tarawa's deck, the planes crash into the water - fixed AI aircraft. Added new B-1B loadouts. AI aircraft. B-52H. Added HSAB and TGP pylon. Added new loadouts. AI aircraft. B-1B. Lead aircraft overshoots end of runway - fixed. AI aircraft. AI collision after landing at some airfields - fixed. AI aircraft. Added possibility for piston engine planes to land on stationary aircraft carriers. AI ships. Samuel Chase. Flak guns unable to engage targets - fixed. AI ships. La Combattante 2 is unknown on RWR - fixed. AI ground units. Fixed a crash if a player's plane assigned to a ground group as a target crashes. AI ground units. RPG infantry rocket visible graphical bug - fixed. (Graphic Issue - Hovering Rocket - RPG Infantry - 2D Video Bugs - ED Forums) Scripting API. Added ability to pass args and return values from mission scripting “a_do_script()” and “a_do_file()” APIs. Scripting API. Changes to the behaviour of net.dostring_in(). This API can be used only with trusted scripts/missions! More details here: Changes to the behaviour of net.dostring_in() - ED Team - ED Forums Mission Editor. GUI Error when using the Draw tool in some cases - fixed. Mission Editor. Added tooltips for Multiselect tool. Spotting Dots. Refactor of spotting dots rendering to tackle issue with their disappearance (Ground units remove air spotting dots entirely in certain circumstances. - View and Spotting Bugs - ED Forums) VORTAC is not transmitting both VOR and DME IDs - fixed. Quick Action Generator: Fixed Units are placed outside Marianas WWII map. Fixed Mission Anti-Ship is generated incorrectly on the Afghanistan map. Voice chat: Fixed. Crash on exit from a server while another client is transmitting. Fixed. Сrash when changing aircraft type while another client is transmitting. DCS: F-16C Viper by Eaglе Dynamics Added AN/AAQ-33 Advanced Targeting Pod (ATP). DCS: F-16C Viper AN/AAQ-33 Part 1 DCS: F-16C Viper ATP Part 2 Fixed: Crash to Desktop HARM POS with HTS Pod installed. Fixed: Missing MPD AG Radar/Maverick/ATP font outlines. This will make mission computer-driven texts and symbols more visible against a very light background. Fixed: Radar scan freezes and weird behaviour after exiting to TWS from ACM STT. Added: AAQ-33 Advanced Targeting Pod chapter in DCS: F-16C Viper Guide. With the addition of the ATP, all listed early access items on the Viper roadmap have been delivered, and the Viper has exited early access (20% discount removed). However, work will continue on several items like the towed decoy, IDM, radar warning receive handoff mode, bug fixes, and tuning. DCS: F/A-18C by Eagle Dynamics Added Terrain Avoidance (TA) Radar Mode. DCS: F/A-18C | Terrain Avoidance Radar Mode Fixed: Fixed: Player IR missiles can see through player aircraft prior to launch. Fixed: Emergency Jettison does not drop all loadouts. Fixed: AIM-7 FLOOD option disappears after momentary track loss. Tracks update in FLOOD mode. Improve the GBU-24 CLAR procedures GBU-24 CLAR max range - Bugs and Problems - ED Forums Fixed: A/G weapons still show up on top SMS push buttons after jettison and/or firing. Fixed: CBU-99 with FMU-140 slightly short in AUTO in another pass. Fixed: ARC-210 COMMS modulation issues. DCS: AH-64D by Eagle Dynamics Added: New George AI CPG commands. Left-Long selects a different Area search when assigned weapon is NO WPN. Right-Long selects a different TSD point when assigned weapon is NO WPN. Consent To Fire is now a contextual, multi-purpose command. Consent To Fire functions for current conditions displayed in center of AI Interface, with the function corresponding with a short press (<0.5 sec) displayed above and the function corresponding with a long press (>0.5 sec) displayed below. Added: New George AI CPG features and abilities. 7 additional methods for searching for targets to George AI CPG. Added 5 Area search methods. Added 2 Point search methods. Search for targets based on geographic proximity to the selected TSD point or FCR Next-To-Shoot (NTS) target, rather than by threat priority. Increase/decrease TADS field-of-view and toggle sensor (FLIR/DTV) when slaved to TSD point or Linked to FCR Next-To-Shoot (NTS) target. Toggle TADS field-of-view (Narrow/Zoom) when tracking a target and NO WPN or RKT is assigned. Toggle sensor (FLIR/DTV) when tracking a target and NO WPN is assigned. Adjust TADS crosshairs aimpoint on target when tracking a target and GUN, MSL, or RKT is assigned. Player should only use this when able to fly in a stable manner. Perform start-up and shutdown procedures when commanded. NOTE: This must be actively commanded by the player now. Engage multiple targets in sequence, as selected by the player from AI Target List. Added: New DCS units to George AI CPG unit labels in Target List. Improved: George AI CPG missile engagement behavior. George will announce “Constraints” if a Safety Inhibit or Performance Inhibit is present to prompt the player to maneuver the helicopter into acceptable launch constraints. George may be commanded to override a Performance Inhibit by pressing Consent To Fire. NOTE: This allows the player to decide when it is appropriate to fire under certain conditions, but risks the missile missing the target if not used appropriately. If missile launchers are in SAFE status, George will press LNCHR ARM if commanded to action SAL2 or RF missiles. If RF MSL PWR is set to OFF, George will set it to AUTO if commanded to action RF missiles. Improved: George AI CPG rocket engagement behavior. George will not fire rockets when in COOP rocket mode. The Pilot (player) is intended to fire rockets in COOP rocket mode. George will announce “Match and shoot” at further range (7000 meters). When in COOP rocket mode, changing rocket settings on the WPN page in Pilot seat will also change George’s rocket settings in AI Interface. Improved: George AI CPG Interface logic when landed (weight-on-wheels). Improved: George AI CPG verbal feedback. George will now tell the player when he cannot perform the commanded action. Will reply with “not ready to engage”, “not ready to fire”, or “standby” if the player presses Consent To Fire and the target is in range but George is not actually ready to engage. This may occur if George is shifting aim to the target or if still lasing for an RF missile handover. Fixed: George AI CPG not firing gun when commanded with ROE HOLD FIRE until previous gun burst impacts. Fixed: George AI CPG time-of-flight estimation when employing AGM-114L. Will now accurately wait for missile impact on target, before firing another missile if target is not destroyed. Updated: DCS: AH-64D Early Access Guide. See Latest Changes section for additional content. Added Helicopter Fundamentals of Flight chapter. Revised/updated George AI chapter with new logic and functions of George as AI CPG. Known Issue: George will not action rockets to enter COOP rocket mode after setting AI Interface to “RKT”. DCS: Data Transfer Cartridge (DTC) by Eagle Dynamics Added Currenthill radars to CMDS tables (Units to follow in future update): added "Project 22160 Patrol Ship [CH]", "Project 22160 Patrol Ship with Tor M2KM [CH]" to NAVAL group (row 22) added "SAM SA-15 Tor M2 Gauntlet [CH]" to already existed "SAM SA-15 'Gauntlet'" added "SAM SA-22 Pantsir-S1 Greyhound [CH]" to GROUND group (row 35) added "SAM IRIS-T SLM STR [CH]" to GROUND group (row 14) Fixed: DTC page ignores hidden on planner and allies only mission setting. Add hotkey for DTC in ME : added Ctrl + D Much of the DTC work is now focused on the Navation/Waypoint elements that allow such items as creating routes, setting target points, pre-briefed points, pre-planned points, lines, offsets, and more based on the aircraft type. DCS: CH-47F by Eagle Dynamics Leg Data: Implemented default weather params initialization based on mission start point Applied default weather params to newly added FPPs Included OAT in Leg Data calculation Added OAT indication on MFD LEG DATA page Implemented predictive calculation for FPPs at mission start Added A/B Fuel, A/B Time, and ΔGWT fields on MFD LEG DATA page Implemented indication for leg parameters exceeding limits Implemented synchronization of FPP Leg Data HSI: Implemented HDG/TRK parking at the end of compass rose on HSI DCTR when angle exceeds 60 degrees from lubber line DIGITAL MAP: Fixed. Map is no longer rendered when not active on any MFD Fixed. Can embark only 24 troops instead of 44 DCS: Mi-24P Hind by Eagle Dynamics ATGM aiming sight external doors are not synced in multiplayer and other clients do not see them opening if sight is used - fixed DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics DISS-15 control panel number rolls correction DCS: F-86F by Eagle Dynamics Remove or change default LCtrl+LAlt+T key combo because it intersects with debug key combo - changed default combo to 5 + LAlt + LCtrl DCS: MiG-21bis by Magnitude 3 Updated AI flight model DCS: F4U-1D Corsair by Magnitude 3 Flight Model & Systems: Tuned the oil cooling system Introduced the auto-rich fuel setting. Fixed the drag coefficients for all weapons, drop tanks and pylons Implemented pressure effects on the landing gear while deploying them when flying too fast. Improved the FM on damage modeling. Improved the AI’s engine description & flight model Reversed the AN/ARC-5’s C-38 control unit’s CW/Voice switch operation. Fixed the RPM lever’s mouse control from exceeding 2800 RPM. Fixed the radar signal and gunsight reticle from detaching out of place. Fixed & Updated numerous clickable controls. Fixed the canopy position commands. Added a ‘trim reset’ command. Added axis inputs for the cockpit & gunsight lights. Added the ground crew’s wheel chocks command. Art: Essex Class Carrier: Fixed the damage model and elevators from falling. Adjusted some geometry around the elevators and general ambient occlusion errors. Corrected the weapons’ animations and rotation limits from shooting through the island. Fixed the liveries’ folder structure to allow custom liveries. Corsair Airframe Model: Added the missing right wing fold aileron animations & damage elements. Fixed some rear tail damage elements’ visibility issues. Fixed the flap control rods from poking through the wing. Fixed the gun flames’ visibility with missing wings. Implemented antenna and wing vibrations. Adjusted the fire effects when damage is taken. Corsair Cockpit Model: Increased FoV limit to 140 degrees. Adjusted the textures to be more PBR friendly.(default only, the rest coming later) Fixed the floating UV glowing ‘M’ixture control animation. Fixed the missing shadows when the mirrors are enabled. Adjusted the hydraulic hand pump animation. Implemented cockpit vibrations. Miscellaneous: Adjusted the engine and propeller sounds. (WIP) Adjusted the in-cockpit flap and wing folding sounds. Enabled the AI to deploy the ASM-2-N Bat Bomb Fixed net arg animation code for the landing gear during multiplayer sessions. Added the ability to change the gun convergence during rearm. Mission Editor: Added the ability to change the Mk.IV build numbers. Added the draft values for the Essex class carrier affecting minimum water depth. Added a gun convergence unit of measure label. Missions: Tora! Tora! Tora! – Deleted due to WWII asset pack dependency. Engine Start – Procedural changes. Rocket Attack – Procedural changes & added the missing Tiny Tim 11.75″ rockets. Fixed all Mk.IV livery assignments. DCS: JF-17 by Deka Ironwork Simulations Fixed. Axis cannot move TDC up/down in AA Radar TWS EXP mode Fixed. Time Of Day digit display could show hour number greater than 24 on HUD/UFCP Fixed. TD box on HUD always on horizon Fixed. Some memory leaks of timer Added. More input binding for keyboard and devices TODO. AA radar resolution for close targets DCS Mirage F1 by Aerges "Miscellaneous instrument lighting switch" animation is now cycled. Previously LMB and RMB only clicked it in one respective direction. Added code provisions for correct fuel display in TacView (information passed to TacView developers). Fixed not operating 'Canopy handle - OPEN/CLOSE' input command. Added BAP-100 and BAT-120 bombs. Added IR guided missiles in external underwing stations for F1M (AI only for the time being). Known issue: Jettisoning panel guards in F1BE are not working (clickability and input). It will be fixed in a forthcoming update. Meanwhile, the corresponding correct lua files will be provided in a DCS forum post. DCS: C-101 Aviojet by AvioDev Fixed armament config error when more than one station with rockets is selected. Added code provisions for correct fuel display in TacView (information passed to TacView developers). Fixed basic visual flight training lessons: One of the triggers didn't proceed when setting the speed bug. DCS: Black Shark 3 by Eagle Dynamics Ka-50 and Ka-50 III. Iraq instant action missions. Flaming Cliffs 2024 by Eagle Dynamics F-5E FC: Restored missing Sidewinder Cage/Uncage mode (Missing Sidewinder Cage/Uncage Mode In F-5 - DCS: Flaming Cliffs - ED Forums) DCS: Cold War Germany by Ugra Media Fixed an issue with the geometry of the 3d model collision, which caused the collision to cover a huge area of the map. The name of vortac Frankfurt has been corrected. The call sign of the airfield Northeim has been changed from Albstadt Degerfeld to Northeim. The Walldorf airfield's call sign has been changed from Albstadt Degerfeld to Walldorf. Corrected the names of the cities Weissenfels, Giessen. Changed the location and size of the icons of air defense, radar and hospitals on the map. Improved destruction models of industrial facilities with tall pipes and thermal power plants. Improved field assets, added haystacks and tractors in yellow fields. The height of the typical church has been increased. Added a destruction model of the stadium. Campaigns DCS: F-16C Last Out: Weasels Over Syria II by Ground Pounder Sims Mission 13. Altered position of aircraft incorrectly spawning in front of player at mission start. DCS: F-14B Operation Sandworm Campaign by Sandman Simulations Mission 12. Kneeboard and briefing documentation fixed DCS: F/A-18C Rise of the Persian Lion by Badger633 Mission 3 both versions: F4 timing adjusted to prevent launch. DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations Missions 3, 8, 13 and 15: AI AAR changed for better reliability DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 3: Scripting error fixes DCS: P-47D Wolfpack II: Overlord Campaign by Reflected Simulations Missions 6-12: Survival triggers revised Mission 4: briefing map and doc timings fixed DCS: F-16C Arctic Thunder Campaign by Reflected Simulations Campaign doc updated All Missions: Sniper pod upgrade Mission 9: Manpad callouts fine tuned DCS: F-4E Northern Defenders 'Phantoms Rising' Campaign by Flying Cyking Mission 02 "First Sortie". Fixed incorrect voice-over in food small talk dialogue. Mission 05 "Convoy Hunt". Fixed radio presets. Mission 10 "Finland CAS". Fixed decorative infantry walking on taxiway. Mission 11 "Sam Hunt". Fixed decorative infantry walking on taxiway. Fixed active Game Master slot. Fixed "Skip Briefing" function not stopping briefing voice-over. Fixed floating elevated platform at roadbase. Fixed cryptic ATIS subtitle. Changed wingman skin. Mission 12 "Alakourtti". Fixed decorative infantry walking on taxiway. Mission 13 "Greyhound". Fixed decorative infantry walking on taxiway. DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Sims Mission 2 - Updated mission to allow for new bomb blast pattern. DCS: AV-8B Kerman Campaign by Ground Pounder Sims Mission 4 - Updated mission to allow for new bomb blast radius. Mission 10 Part 1 - Updated mission to allow for new bomb blast radius. DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 05 - "Refugees". Fixed an issue where the helicopter hover trigger did not activate correctly, preventing completion of the rescue task.
    24 points
  2. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.18.12722/ DCS Core Weapons. Work in progress fixes for the following bombs explosive mass: M117, Mk-80 series, and WWII AN-M GP series. This also applies to Guided Bomb Units (GBU) that use the Mk-80 series of warheads. This is connected to the changes for SAMP bombs that we did in the previous patch and will be evaluated and finalized in future patches. Most rocket warhead families (at least Hydra/Zuni/FFAR, S-5/8/13/25, and SNEB-68) are already set up with parameters that match our available sources. Actual effect on targets is subject to change along with implementation of the fragmentation model. (We missed mentioning this in June 18’s update). AI aircraft. AV-8B NA, after taking off from the Tarawa's deck, the planes crash into the water - fixed AI aircraft. Added new B-1B loadouts. AI aircraft. B-52H. Added HSAB and TGP pylon. Added new loadouts. AI aircraft. B-1B. Lead aircraft overshoots end of runway - fixed. AI aircraft. AI collision after landing at some airfields - fixed. AI aircraft. Added possibility for piston engine planes to land on stationary aircraft carriers. AI ships. Samuel Chase. Flak guns unable to engage targets - fixed. AI ships. La Combattante 2 is unknown on RWR - fixed. AI ground units. Fixed a crash if a player's plane assigned to a ground group as a target crashes. AI ground units. RPG infantry rocket visible graphical bug - fixed. (Graphic Issue - Hovering Rocket - RPG Infantry - 2D Video Bugs - ED Forums) Scripting API. Added ability to pass args and return values from mission scripting “a_do_script()” and “a_do_file()” APIs. Scripting API. Changes to the behaviour of net.dostring_in(). This API can be used only with trusted scripts/missions! More details here: Changes to the behaviour of net.dostring_in() - ED Team - ED Forums Mission Editor. GUI Error when using the Draw tool in some cases - fixed. Mission Editor. Added tooltips for Multiselect tool. Spotting Dots. Refactor of spotting dots rendering to tackle issue with their disappearance (Ground units remove air spotting dots entirely in certain circumstances. - View and Spotting Bugs - ED Forums) VORTAC is not transmitting both VOR and DME IDs - fixed. Quick Action Generator: Fixed Units are placed outside Marianas WWII map. Fixed Mission Anti-Ship is generated incorrectly on the Afghanistan map. Voice chat: Fixed. Crash on exit from a server while another client is transmitting. Fixed. Сrash when changing aircraft type while another client is transmitting. DCS: F-16C Viper by Eaglе Dynamics Added AN/AAQ-33 Advanced Targeting Pod (ATP). DCS: F-16C Viper AN/AAQ-33 Part 1 DCS: F-16C Viper ATP Part 2 Fixed: Crash to Desktop HARM POS with HTS Pod installed. Fixed: Missing MPD AG Radar/Maverick/ATP font outlines. This will make mission computer-driven texts and symbols more visible against a very light background. Fixed: Radar scan freezes and weird behaviour after exiting to TWS from ACM STT. Added: AAQ-33 Advanced Targeting Pod chapter in DCS: F-16C Viper Guide. With the addition of the ATP, all listed early access items on the Viper roadmap have been delivered, and the Viper has exited early access (20% discount removed). However, work will continue on several items like the towed decoy, IDM, radar warning receive handoff mode, bug fixes, and tuning. DCS: F/A-18C by Eagle Dynamics Added Terrain Avoidance (TA) Radar Mode. DCS: F/A-18C | Terrain Avoidance Radar Mode Fixed: Fixed: Player IR missiles can see through player aircraft prior to launch. Fixed: Emergency Jettison does not drop all loadouts. Fixed: AIM-7 FLOOD option disappears after momentary track loss. Tracks update in FLOOD mode. Improve the GBU-24 CLAR procedures GBU-24 CLAR max range - Bugs and Problems - ED Forums Fixed: A/G weapons still show up on top SMS push buttons after jettison and/or firing. Fixed: CBU-99 with FMU-140 slightly short in AUTO in another pass. Fixed: ARC-210 COMMS modulation issues. DCS: AH-64D by Eagle Dynamics Added: New George AI CPG commands. Left-Long selects a different Area search when assigned weapon is NO WPN. Right-Long selects a different TSD point when assigned weapon is NO WPN. Consent To Fire is now a contextual, multi-purpose command. Consent To Fire functions for current conditions displayed in center of AI Interface, with the function corresponding with a short press (<0.5 sec) displayed above and the function corresponding with a long press (>0.5 sec) displayed below. Added: New George AI CPG features and abilities. 7 additional methods for searching for targets to George AI CPG. Added 5 Area search methods. Added 2 Point search methods. Search for targets based on geographic proximity to the selected TSD point or FCR Next-To-Shoot (NTS) target, rather than by threat priority. Increase/decrease TADS field-of-view and toggle sensor (FLIR/DTV) when slaved to TSD point or Linked to FCR Next-To-Shoot (NTS) target. Toggle TADS field-of-view (Narrow/Zoom) when tracking a target and NO WPN or RKT is assigned. Toggle sensor (FLIR/DTV) when tracking a target and NO WPN is assigned. Adjust TADS crosshairs aimpoint on target when tracking a target and GUN, MSL, or RKT is assigned. Player should only use this when able to fly in a stable manner. Perform start-up and shutdown procedures when commanded. NOTE: This must be actively commanded by the player now. Engage multiple targets in sequence, as selected by the player from AI Target List. Added: New DCS units to George AI CPG unit labels in Target List. Improved: George AI CPG missile engagement behavior. George will announce “Constraints” if a Safety Inhibit or Performance Inhibit is present to prompt the player to maneuver the helicopter into acceptable launch constraints. George may be commanded to override a Performance Inhibit by pressing Consent To Fire. NOTE: This allows the player to decide when it is appropriate to fire under certain conditions, but risks the missile missing the target if not used appropriately. If missile launchers are in SAFE status, George will press LNCHR ARM if commanded to action SAL2 or RF missiles. If RF MSL PWR is set to OFF, George will set it to AUTO if commanded to action RF missiles. Improved: George AI CPG rocket engagement behavior. George will not fire rockets when in COOP rocket mode. The Pilot (player) is intended to fire rockets in COOP rocket mode. George will announce “Match and shoot” at further range (7000 meters). When in COOP rocket mode, changing rocket settings on the WPN page in Pilot seat will also change George’s rocket settings in AI Interface. Improved: George AI CPG Interface logic when landed (weight-on-wheels). Improved: George AI CPG verbal feedback. George will now tell the player when he cannot perform the commanded action. Will reply with “not ready to engage”, “not ready to fire”, or “standby” if the player presses Consent To Fire and the target is in range but George is not actually ready to engage. This may occur if George is shifting aim to the target or if still lasing for an RF missile handover. Fixed: George AI CPG not firing gun when commanded with ROE HOLD FIRE until previous gun burst impacts. Fixed: George AI CPG time-of-flight estimation when employing AGM-114L. Will now accurately wait for missile impact on target, before firing another missile if target is not destroyed. Updated: DCS: AH-64D Early Access Guide. See Latest Changes section for additional content. Added Helicopter Fundamentals of Flight chapter. Revised/updated George AI chapter with new logic and functions of George as AI CPG. Known Issue: George will not action rockets to enter COOP rocket mode after setting AI Interface to “RKT”. DCS: Data Transfer Cartridge (DTC) by Eagle Dynamics Added Currenthill radars to CMDS tables (Units to follow in future update): added "Project 22160 Patrol Ship [CH]", "Project 22160 Patrol Ship with Tor M2KM [CH]" to NAVAL group (row 22) added "SAM SA-15 Tor M2 Gauntlet [CH]" to already existed "SAM SA-15 'Gauntlet'" added "SAM SA-22 Pantsir-S1 Greyhound [CH]" to GROUND group (row 35) added "SAM IRIS-T SLM STR [CH]" to GROUND group (row 14) Fixed: DTC page ignores hidden on planner and allies only mission setting. Add hotkey for DTC in ME : added Ctrl + D Much of the DTC work is now focused on the Navation/Waypoint elements that allow such items as creating routes, setting target points, pre-briefed points, pre-planned points, lines, offsets, and more based on the aircraft type. DCS: CH-47F by Eagle Dynamics Leg Data: Implemented default weather params initialization based on mission start point Applied default weather params to newly added FPPs Included OAT in Leg Data calculation Added OAT indication on MFD LEG DATA page Implemented predictive calculation for FPPs at mission start Added A/B Fuel, A/B Time, and ΔGWT fields on MFD LEG DATA page Implemented indication for leg parameters exceeding limits Implemented synchronization of FPP Leg Data HSI: Implemented HDG/TRK parking at the end of compass rose on HSI DCTR when angle exceeds 60 degrees from lubber line DIGITAL MAP: Fixed. Map is no longer rendered when not active on any MFD Fixed. Can embark only 24 troops instead of 44 DCS: Mi-24P Hind by Eagle Dynamics ATGM aiming sight external doors are not synced in multiplayer and other clients do not see them opening if sight is used - fixed DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics DISS-15 control panel number rolls correction DCS: F-86F by Eagle Dynamics Remove or change default LCtrl+LAlt+T key combo because it intersects with debug key combo - changed default combo to 5 + LAlt + LCtrl DCS: MiG-21bis by Magnitude 3 Updated AI flight model DCS: F4U-1D Corsair by Magnitude 3 Flight Model & Systems: Tuned the oil cooling system Introduced the auto-rich fuel setting. Fixed the drag coefficients for all weapons, drop tanks and pylons Implemented pressure effects on the landing gear while deploying them when flying too fast. Improved the FM on damage modeling. Improved the AI’s engine description & flight model Reversed the AN/ARC-5’s C-38 control unit’s CW/Voice switch operation. Fixed the RPM lever’s mouse control from exceeding 2800 RPM. Fixed the radar signal and gunsight reticle from detaching out of place. Fixed & Updated numerous clickable controls. Fixed the canopy position commands. Added a ‘trim reset’ command. Added axis inputs for the cockpit & gunsight lights. Added the ground crew’s wheel chocks command. Art: Essex Class Carrier: Fixed the damage model and elevators from falling. Adjusted some geometry around the elevators and general ambient occlusion errors. Corrected the weapons’ animations and rotation limits from shooting through the island. Fixed the liveries’ folder structure to allow custom liveries. Corsair Airframe Model: Added the missing right wing fold aileron animations & damage elements. Fixed some rear tail damage elements’ visibility issues. Fixed the flap control rods from poking through the wing. Fixed the gun flames’ visibility with missing wings. Implemented antenna and wing vibrations. Adjusted the fire effects when damage is taken. Corsair Cockpit Model: Increased FoV limit to 140 degrees. Adjusted the textures to be more PBR friendly.(default only, the rest coming later) Fixed the floating UV glowing ‘M’ixture control animation. Fixed the missing shadows when the mirrors are enabled. Adjusted the hydraulic hand pump animation. Implemented cockpit vibrations. Miscellaneous: Adjusted the engine and propeller sounds. (WIP) Adjusted the in-cockpit flap and wing folding sounds. Enabled the AI to deploy the ASM-2-N Bat Bomb Fixed net arg animation code for the landing gear during multiplayer sessions. Added the ability to change the gun convergence during rearm. Mission Editor: Added the ability to change the Mk.IV build numbers. Added the draft values for the Essex class carrier affecting minimum water depth. Added a gun convergence unit of measure label. Missions: Tora! Tora! Tora! – Deleted due to WWII asset pack dependency. Engine Start – Procedural changes. Rocket Attack – Procedural changes & added the missing Tiny Tim 11.75″ rockets. Fixed all Mk.IV livery assignments. DCS: OH-58D Kiowa Warrior by Polychop Simulation Fixed: All digital data on dash detaching from dash on NAV SETUP page Fixed: Perf Page CALC button requiring two button presses Fixed: Hog menu CLASSIFICATION, PRECEDENCE, ACKNOWLEDGE lead to an endless loop DCS: JF-17 by Deka Ironwork Simulations Fixed. Axis cannot move TDC up/down in AA Radar TWS EXP mode Fixed. Time Of Day digit display could show hour number greater than 24 on HUD/UFCP Fixed. TD box on HUD always on horizon Fixed. Some memory leaks of timer Added. More input binding for keyboard and devices TODO. AA radar resolution for close targets DCS Mirage F1 by Aerges "Miscellaneous instrument lighting switch" animation is now cycled. Previously LMB and RMB only clicked it in one respective direction. Added code provisions for correct fuel display in TacView (information passed to TacView developers). Fixed not operating 'Canopy handle - OPEN/CLOSE' input command. Added BAP-100 and BAT-120 bombs. Added IR guided missiles in external underwing stations for F1M (AI only for the time being). Known issue: Jettisoning panel guards in F1BE are not working (clickability and input). It will be fixed in a forthcoming update. Meanwhile, the corresponding correct lua files will be provided in a DCS forum post. DCS: C-101 Aviojet by AvioDev Fixed armament config error when more than one station with rockets is selected. Added code provisions for correct fuel display in TacView (information passed to TacView developers). Fixed basic visual flight training lessons: One of the triggers didn't proceed when setting the speed bug. DCS: Black Shark 3 by Eagle Dynamics Ka-50 and Ka-50 III. Iraq instant action missions. Flaming Cliffs 2024 by Eagle Dynamics F-5E FC: Restored missing Sidewinder Cage/Uncage mode (Missing Sidewinder Cage/Uncage Mode In F-5 - DCS: Flaming Cliffs - ED Forums) DCS: Cold War Germany by Ugra Media Fixed an issue with the geometry of the 3d model collision, which caused the collision to cover a huge area of the map. The name of vortac Frankfurt has been corrected. The call sign of the airfield Northeim has been changed from Albstadt Degerfeld to Northeim. The Walldorf airfield's call sign has been changed from Albstadt Degerfeld to Walldorf. Corrected the names of the cities Weissenfels, Giessen. Changed the location and size of the icons of air defense, radar and hospitals on the map. Improved destruction models of industrial facilities with tall pipes and thermal power plants. Improved field assets, added haystacks and tractors in yellow fields. The height of the typical church has been increased. Added a destruction model of the stadium. Campaigns DCS: F-16C Last Out: Weasels Over Syria II by Ground Pounder Sims Mission 13. Altered position of aircraft incorrectly spawning in front of player at mission start. DCS: F-14B Operation Sandworm Campaign by Sandman Simulations Mission 12. Kneeboard and briefing documentation fixed DCS: F/A-18C Rise of the Persian Lion by Badger633 Mission 3 both versions: F4 timing adjusted to prevent launch. DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations Missions 3, 8, 13 and 15: AI AAR changed for better reliability DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 3: Scripting error fixes DCS: P-47D Wolfpack II: Overlord Campaign by Reflected Simulations Missions 6-12: Survival triggers revised Mission 4: briefing map and doc timings fixed DCS: F-16C Arctic Thunder Campaign by Reflected Simulations Campaign doc updated All Missions: Sniper pod upgrade Mission 9: Manpad callouts fine tuned DCS: F-4E Northern Defenders 'Phantoms Rising' Campaign by Flying Cyking Mission 02 "First Sortie". Fixed incorrect voice-over in food small talk dialogue. Mission 05 "Convoy Hunt". Fixed radio presets. Mission 10 "Finland CAS". Fixed decorative infantry walking on taxiway. Mission 11 "Sam Hunt". Fixed decorative infantry walking on taxiway. Fixed active Game Master slot. Fixed "Skip Briefing" function not stopping briefing voice-over. Fixed floating elevated platform at roadbase. Fixed cryptic ATIS subtitle. Changed wingman skin. Mission 12 "Alakourtti". Fixed decorative infantry walking on taxiway. Mission 13 "Greyhound". Fixed decorative infantry walking on taxiway. DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Sims Mission 2 - Updated mission to allow for new bomb blast pattern. DCS: AV-8B Kerman Campaign by Ground Pounder Sims Mission 4 - Updated mission to allow for new bomb blast radius. Mission 10 Part 1 - Updated mission to allow for new bomb blast radius. DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 05 - "Refugees". Fixed an issue where the helicopter hover trigger did not activate correctly, preventing completion of the rescue task.
    11 points
  3. patch is live now we hope you all enjoy!
    7 points
  4. It was supposed to be state-of-the-art, but it turns out to be the least useful because the image is so blurry (basic mode). This falls far short not only of Lightning but also of what it should be (videos and photos above). Without SP, you can search endlessly for a target, whether it's a vehicle, let alone a single soldier. It won't be useful until this is improved.
    5 points
  5. This is atrocious -- I am severely disappointed and aghast. I feel that you (ED and their community managers) could have announced this change more than 24 hours in advance (6 months would have been a better time frame), and perhaps solicited feedback from the community -- because the way that you (ED) chose to implement this sandbox protection scheme is a 1980's design. "autexec.cfg" - are you frigging kidding me? Doesn't anyone at ED understand modern UX and or UI design? Why use such an obsolete and user hostile one-size-fits-all scheme when it would be so much better to build a "sandbox on/off" switch into DCS proper, and then add a simple UI that allow users to add folders to an 'allow unsafe' box that automatically allows unsafe invocations for any mission inside? Users could drag folders/directories and/or missions into the box and - boom! - they allow unsafe invocations. Designing this is (or should be to your talent) near-trivial (I did interface stuff like that in 2 hours -- 2002, on a Mac in XCode!), and a so much better approach for users who grew up with a Mouse. I feel that this new 'design' of yours is unworthy of you, and it feels like such a blatant slap into all of your content creators' face that I am deeply saddened to see how you simply (and callously) implement a far-reaching change like this without ever feeling the need to consult your community and contributors. Are we that worthless to you? That new 'feature' of yours kills any mission that uses net.dostringIn(). You do realise that mission scripters resort to doscript_in because DCS's mission scripting environment requires this to circumvent a bad flaw in MSE's design, do you? This means that any mission today that is sufficiently advanced will stop to work and require that unsafe patch, which will probably result in most DCS installs being unsafe. The exact opposite of security - likely a complete failure of what you set out to do. Why, why, why did you not try to sound out this change with those who spent lots of time creating missions for your product? I would have expected more from you, ED. For the record, can I request that you. or someone from ED, elaborate if you agree that this is merely a coarse stop-gap and that you do have a real, user-accessible and well thought-out future version waiting in the wings? Because this? This is bad design. Will we get a real 'sandbox' security interface for DCS? I don's feel like updating the 50 (?) missions I put on Userfiles, so maybe they run, maybe not. 9 out of the last 10 missions I published there no longer work and now require unsafe invocations. So be it. I cannot be bothered to care if you, dear ED, can't be bothered to engage with your community either. What a mess. I hope that you will fix it soon. Will you, ED?
    5 points
  6. Thank you to everyone who gave constructive feedback. After initial feedback made it clear we need to rethink our approach we will with todays hot fix patch temporarily revert net.allow_dostring_in changes. We are considering a GUI toggle option for a future update.
    4 points
  7. This is big - AI doing overhead pattern
    4 points
  8. Yup, The new release from ED introduces a new, braindead 'security' scheme that prevents scripts in missions from invoking net.dostringIn() unless you create some arcane "autoconfig.cfg" text file in a similarly arcane location. It is simply crap design, and I'm at a loss of words seeing how ED simply did this without bothering to ask the community. The results are far ranging: slotblock (if you play foothold), ssb (another popular slot block), stopGap for multiplayer, twn, radio, ... all require the new 'security' BS. IMHO, the result will be that everyone who wants to play a modern, good mission will have to allow unsafe invocations, and this results in LESS security for DCS than before. What an ill-thought out, idiotic, crude approach to security. Goodness. And ED rammed this atrocity down everyone's throat without ever announcing it or soliciting ideas. Because it is trivial to come up with better solutions, solutions that could help DCS become a modern, player-friendly SECURE app and could ditch the silly 'unsanitize' approach of today. But no, we now have 1980's style "autoconfig.cfg" files. If it wasn't so sad, I would laugh. This is bad. And completely unworthy of ED.
    4 points
  9. We now have built a first release candidate for Vietnam War Vessels 2.0.0. The renaming of all the folders to start with [VWV] primarily mandated the change in version numbers. But we also have two exciting new assets: USS Enterprise '66 from James - the first nuclear driven carrier will join the fleet in 2.0.0 A-37 Dragonfly from Hawkeye60, an iconic US and South Vietnamese aircraft of the war We also have improved a few other assets and completely swapped the H-2 Seasprite model. There's also a bunch of items we would have loved to push to 2.0.0, but they are not ready yet. Namely the MiG-21PFM and the RF-101B Voodoo. Stay tuned for them at a later date!
    4 points
  10. In the new itteration of the ATP pod, the coordinates that are shown on the MFD while not moving the TGP at all change at such a rate that it is purely innacurate. If we have a look at the video that NavyRecognition provides, we can see the coordinates change minimally while the TGP is looking at a static object. At around the 0:50 mark we can note that the coordniates in the top right have barely any changes while the TGP is not being moved. null In-game screenshots presenting differences in the coordniates: Note the rapid changes that are happening in game while looking at the same area. Sometime the difference can be more than .100, which is purely innaccurate. In the real life video the coordinates change occasionaly about .001 Thanks.
    3 points
  11. Except you didn't break anything, you just did it wrong
    3 points
  12. I can read, thanks. My point still stands. It requires functionality that is not present in DCS and that ED clearly is not interested in implementing - or we'd have it already.
    3 points
  13. what F1M.... We still dont have proper radar... Its still placeholder barely passable GIF with perfect detection
    3 points
  14. Why add a 3rd ECM pod when the previous 2 don't even work correctly? (yes I am aware that the -188 is a training pod)
    3 points
  15. Is the allow list exhaustive? I know some server-side scripts that use "server" when calling dostring_in.
    3 points
  16. In the case of this helicopter, having pedals is a must. You can fly without them, of course, but it will be difficult and frustrating. This helicopter has no power steering and is very sensitive. It all depends on you (the pilot). When I switched from the Mi-24 to this little thing, I was sure I couldn't fly helicopters. The Cayuse did whatever it wanted. I bought spring-loaded pedals on sale, and they weren't what I expected. Only removing the springs allowed me to have better control. Now I feel more in control of the helicopter.
    3 points
  17. ED wanted to release the F4U first and didn't want the La-7 taking sales from it, or OG is still polishing it. Those are the only reasons I can think of why we don't have the Lavochkin yet
    3 points
  18. Ich finde den Schritt die Herc in DCS zu bringen auch toll. Ist was anderes und bestimmt eine interessante Erfahrung. Ich freu mich in jedem Fall auf den Flieger!
    3 points
  19. yeah, it's a shame how so many people demand the ability to see the welds and bolts on an M1 Abrams or T-72 when the majority of us will be squinting at it through an MFD wired to a T-Pod... or pulling out of a dive a couple thousand feet above it as a 2,000lb gift pile-drives into the ground next to it. I can understand it for the helo pilots, after all... they get MUCH closer to the unit in question... but I'd still argue that ground units need to be optimized for performance not visual fidelity. After all, if you're an Apache pilot recreating the 1991 Gulf War, the dozens of T-72s, T-55s, and BMPs that you and your 15 wingmen are engaging... the mission NEEDS to run smoothly... even as turrets head to the moon.
    3 points
  20. I made it work! I sincerely apologize for unnecessarily keeping busy this place. I reinstalled powershell with checking the option boxes while scrolling through the loading pages which I didnt do at my previous install, and done! now I am able to use script and reduce texture process! Thank you all for your help!
    3 points
  21. There are so many things that I personally would like to see. Cyclic ops is a no go IMHO as it is just too dynamic and the ins and outs are vast. There are so many variables. Keep in mind while all of this is happening, you have deck personnel of all colors going in every direction that you can think of, while trying to not get ran over, blown over or decapitated! I'll cut right to what I think could/should be implemented and would be within the scope of things. 1. Arm/De-arm of weapons. When an aircraft gets into position on the catapult, red shirted ordnance personnel have to arm the weapon BEFORE the launch bar engages the shuttle. When an aircraft traps, before the wings fold, those ordnance personnel line up aft of JBD 1 and 2 on one side, and an opposite line on the other. The aircraft clears the LA and stops just long enough for the arming pins to be inserted and missile caps to be put on. After that, the director tells the pilot to fold the wings and sends the aircraft to the parking spot. Another thing DCS doesn't simulate is proper parking. We usually send recovering aircraft to the bow, or to the Fighter line. Not aft to the fantail. That happens later! 2. Catapult end speed. Currently in DCS you can get shot off at any weight and any load. As I stated earlier, IRL the Shooters get a weight chit to calculate how much Oomph an aircraft will get to get airborne. There are many variations to aircraft weight, and they are usually close but still different as you can imagine. Contrary to what some think, burner shots don't always happen! I've seen more Mil shots than burner shots. That too is weight dependent. 5 wets' usually (obviously) use burner. Growlers are usually heavy also! 3. Better LSO interaction. I'd like the LSO to recognize a Touch and go from a bolter. More sugar calls. If I perform a CAT-trap-cat or want to have my own personal CQ session, I shouldn't have to contact CATCC every time. 4. Recovery tanker. There used to always be a recovery tanker circling overhead. Sometimes IMHO, the S-3 in game ventures way too far out. 5.Beter CATCC interaction. If you are bingo on the ball, CATCC directs you to the hawking tanker. 6.One Shooter one the bow and on the waist. Currently in DCS there are Shooters for each CAT. IRL there is one on the bow and one on the waist. Anything else would be a conflict. Simultaneous launches don't happen IRL. While there can be an aircraft going off of the waist and one off of the bow very near simultaneously, they are kept staggered for safety issues. Hence the clearing turns! They never go off of the bow at the same time, as I've seen in some Youtubers videos. When this is coordinated and authorized, a covey launch can be performed. This is an aircraft leaving the bow and leaving the waist nearly simultaneously. This is done to save time trying to form up with the wingman. But it has to be coordinated. 7. Last but not least, the Barricade. IDK if that's too much but I think it's way more doable than Cyclic flight ops! I'd like to see Helo ops, but I first would like to see a new helo model. Our SH-60 needs some love, or we need a new MH-60R/MH-60S! I hope I answered your questions. Please feel free to ask more.
    3 points
  22. Nice, I can't wait to install 2.0
    3 points
  23. Apology accepted, hopefully v1.2 will be released soon and the training missions will be an integral part of the Mod download, currently I’m finishing the last two missions: the Rockets and Bombing ones. I modified them to not need the Target Range objects Mod, in order to simplify the installation of the T-45 Mod. Best regards, Eduardo
    3 points
  24. More work on simple system implementation. I found a workaround for RWR and avionics power. Also, I finally figured out the sound system.
    3 points
  25. The MiG-15 FM is known to be completely borked, and has been for years, OP merely repeats what has been stated a million times before. Completely irrelevant. It's been screwed up since day one. Likewise with the AI F-5, although the MiG is a much worse offender. Unfortunately true, despite the fact it could be fixed with some table adjustments in an afternoon, those sort of easy fixes are typically the ones that linger longest around here. And before somebody comes in spurging about my ''easy fix'' comment. AI literally use what is effectively a spreadsheet. It is not a FM like for player aircraft. So yes, it is literally adjusting numbers. You can even do it yourself, or used to if it hasn'tbeen encrypted since then
    3 points
  26. We'll look into it, thanks!
    2 points
  27. You guys want videos ahead of time, it means in many cases he is using pre-release builds that are still being heavily tested and possibly changed, while it doesnt happen often, something may change between his video and release. While I understand you are kidding, he works hard to get you guys ready for release so you can enjoy right away, lets not dump on him too much please.
    2 points
  28. Where is the "server" env which I used to use? Seems don't work anymore. Have to fix it on the go during event.... PS: seems it's now "scripting"
    2 points
  29. Ist eine klasse Sache das die Herc ihren Weg zu DCS findet. Zumal es ja mittlerweile möglich ist eine Mission zu speichern, für deren Einsatz wird mir die Zeit etwas zu knapp. so wird was draus werden
    2 points
  30. You can find it in your DCS folder - DCS World\Mods\aircraft\F-16C\Doc
    2 points
  31. It's really not hard (actually, it's trivial) to patch net.doStringIn() so that a security layer inspects the context and allows or disallows it depending on the mission file that is running, from ission to mission, in the 'mission' environment. The same goes for any other environment. I respectfully contradict your kind message and assert: anyone with access to the interpreter level and a modicum of Lua knowledge can make net.dostringIn() safe depending on the mission that is running. If we have a set of missions that we want to allow unsafe invocations, all we need is a list of their file names. And users could manage that easily, heck even (if you can't be bothered to give that to your customers) have them put in a folder '/unsafe' inside your '/Missions' folder. It's exceedingly easy to manage this, and it looks like no thought has gone into this at all. That's why I'm so disappointed.
    2 points
  32. I'm agreeing with your question. The biggest problem with the Corsair was that it's not hitting the manifold pressure (+/-60in) and speed numbers it should be (IE 350mph TAS at SL).
    2 points
  33. Fixed in today's update.
    2 points
  34. For what it's worth -- 4x HARMs is a valid tactical loadout on the F-16 in US service. There was a brief period where they weren't set up for that kind of employment, but it was realized that was extremely limiting for some of our AORs, and everything has been set up to carry and employ 4x HARM now.
    2 points
  35. The flare and chaff quantities of the 21 are hardcoded in the lua definition files. No matter if equipped or not with the pod. They need to change the lua and change the code in order to make it consistent with the loadout. It has been requested from the beginning (2014). Or make a duplicate entry of a “21 without CM pod” in order to have 2 versions (with and without the Yugoslavian pod) until the problem could be solved.
    2 points
  36. Was will uns der Künstler mit diesem Werk sagen? Die Entwicklung am freien Hercules-Mod wurde vor Jahren eingestellt und schon damals wurde gesagt, dass das C-130J-Modul keine Fortsetzung des Mods ist, sondern eine vollständige Neuentwicklung. Die Entwicklung von DCS-Modulen braucht nunmal ihre Zeit. Im ASC-Discord gibt es für interessierte Beobachter durchaus Neuigkeiten, z.B. zwei schöne Screenshots von heute. Keine Ahnung, welche Laus dir über die Leber gelaufen ist. Wir haben im deutschen Teil des Forums Diskussionsthreads zu allen möglichen DCS-Modulen, inkl. solcher die noch in der Entwicklung sind, so wie eben auch die C-130J. Wenn dich das nicht interessiert, dann ignorier den Thread doch einfach. Wobei man natürlich sagen kann, dass du dem Thread bereits durch konkludentes Handeln seine Daseinsberechtigung verleihst.
    2 points
  37. The govenor trim adjusts the RPM of the engine (N2)/rotor. Which trim option do you use? i think the pedal thing only works if it is Joystick with spring/...
    2 points
  38. Set the stick to the position you feel is appropriate and lock it using the trim release. The cap only makes minimal adjustments. The pedals are very important in this helicopter. I personally use a short joystick and it took me a long time to find the right curves. Besides that, I recommend practice, practice, and more practice. The govenor in a general sense allows the rotor speed to be maintained.
    2 points
  39. It's "HeavyMetalCore".
    2 points
  40. It looks like we'll get Sniper today .
    2 points
  41. I believe F-35 in DCS will actually be great for MP. Looking forward to the succes of F-35 servers. It will attract lots of people not interested into realism, thus causing other servers to have more realism oriented average.
    2 points
  42. I don't remember now, but I think the towering clouds were shown in a "202X and Beyond" video, but nothing more was heard about. In fact, we haven't heard anything about improved weather for several years.
    2 points
  43. Most definitely would love this! Well, that's a video of Destroyer Simulator on Steam, I think. We might not need all that animation. If ED makes: a player operable Mk37 gun director for the 5-inch/38 gun mounts (which is dual-purpose and can be used against surface targets and shore bombardment) player operable Mk51 director with Mk14 lead-computing optical sight for the twin- and quad-mount 40mm guns a player operable 20mm gun mount with the same Mk14 lead-computing optical sight (or iron sights)... ...these three gun systems make up the standard anti-aircraft armaments on virtually all US Navy surface combat ships from 1943 to the end of WWII. Then include ship models of the... Fletcher and Sumner class destroyers (in WWII configuration) Cleveland, Atlanta and Baltimore class cruisers North Carolina, South Dakota and Iowa class battleships Independence class light carriers. Including compatibility with VR. Eventually, include a simplified, integrated CIC (Combat information center) in each ship so that one or two players might be able to use air search radars, direct a group of ships in speed, direction, formations and combat action against enemy contacts, as well as direct fighter aircraft via comm menus or radio comms to players to intercept airborne targets. Also, have the plot board. Sonar could be operated from CIC, as well. I think it would be a heck of a lot of fun to be able to man a Mk51 director to remote-aim a quad 40mm mount to try to shoot down attacking dive bombers and torpedo bombers to defend the ship and task force. With the help of AI gunners manning the other guns on the ship that other players are not in control of. I used to try my best at this when we were able to occupy a gun mount on the Samuel Chase ship. In a formation of other Samuel Chase and LSTs, with 24 or so attacking AI Fw190's in Zero skins, it made for quite a sea battle scene in sights and sounds!! ...especially with a couple mods of other WWII ships. Puffs of black dotted the skies with tracers flying everywhere!
    2 points
  44. Maybe this will help you: Each airfield has a unique course in F-15C (look at HSI) so you can know for sure what airfield you're looking at during ILS (HUD mode) waypoint selection. And here's the list: (When there are two numbers, it's because the course display is somewhat between the two) [cycle sequence order] Sochi: 062 Krasnodar Pachkovsky: 047 Sukhumi: 296-297 Gudauta: 331 Batumi: 125-126 Senakhi: 095 Kobuleti: 070 Kutaisi: 074 Mineralne Vody: 295-296 Nalchik: 235-236 Mozdok: 083 Tbilisi: 308 Soganlug: 132-133 Vaziani: 135-136 Beslan: 093-094 Anapa: 041-042 Krasnodar Center: 267 Novorossiysk: 042 Krymsk: 219-220 Maykop-Khanskaya: 219 Gelendzhik: 040 There are lists for other maps, ex.: As for using that as a makeshift TACAN, when in ILSN mode, you will get the distance from the airfield (runway threshold), and bearing pointer in the HSI will point to approach fix point lined up with the runway at distance of 5nm. Granted that doesn't make it a great precise TACAN, as the distance and bearing indication do not perfectly correlate (because they refer to a different point), but it's sufficient to fly acceptable DME Arcs. However, it is not that great for TACAN approach, as it gives you a TACAN 5 miles from the airfield. If you want to go direct to one airfield, select the correct airfield in ILSN mode based on its course, and use the bearing pointer to go there, while the range counter gives you the distance. For the Non ILS airfields you get a Pseudo ILS. The HSI Bearing and CDU indicate a specific Rwy heading until 2-3nm then the CDI reverts to aircraft heading instead of course. The HUD FD + does give you steering to a 3 deg flight path though. Anapa comes up course wise as 041.5 (Last digital drum halfway between 1 and 2) so might cause some confusion with Gelendzhik which is a solid 042. Though ATC and DR should be able to resolve this ambiguity. So Airfields without a Western ILS all get an HSI Bearing and Range with valid CDI until 2-3nm. HUD FD provides valid steering to a 3 deg Glide Path to the threshold. ADI steering bars are inop in this case. Airfields with a Western/ICAO ILS you get the lot including ADI steering. CDI is still porked inside 2-3nm as it too then reverts to aircraft heading rather than Course. If you are still inside the "ILS envelope" area then switching back to NAV then ILS results in the previous ILS coming up. This "ILS envelope" is around 5nm. Use radio menu to call Inbound to the airfield you want to land at. You'll get range and bearing to the approach fix point and active runway number. You can always ask again for the current bearing and range. They will also light up the runway for you at night. [somewhat redacted by me, but I'm not the original author] btw: F-15C Flaming Cliffs is not low fidelity - it's a module serie with full fidelity flight model and simplified standard avionics model with no ability to operate some systems nor clickable cockpit.
    2 points
  45. i understand you and agree with module to be as feature rich as possible and reliably working upon EA but i hate to be the one to say that "pilot body" is not a critical part for an aircraft to work, it is though part of the final package you are right F-16 had rough start but i would not judge its progress / quality by adding pilot body at later stages, in my eyes they set their priorities rather well regarding Eurofigher, Mig-29 or any other future model i would hope to see the aircraft flight model and systems be prioritized before such things as pilot body do not get me wrong i do not want to undermine your comment, just to point out that priorities are what is important to set correctly and do not judge current or future modules by lack of some features that actually might not be so crutial in a module to work properly and thus can be added at later stages of development / EA
    2 points
  46. Bump. The following airbases are sort of essential (GAF): - Neuburg - JG 74 - (F-104G, F-4F, Eurofighter) - Manching - AG 51 and later WTD 61 - (RF-104G, Tornado, F-4F, Eurofighter) - Fürstenfeldbruck (Fürsty) - WS 50 and later JaboG 49 - (G.91R, Alpha Jet) - Erding - WS 50 and later AG 53 and AG 54 (G.91R) - Landsberg - LTG 61 - (Transall) - Lechfeld - JaboG 32 - (F-104G, Tornado) - Memmingen - JaboG 34 - (F-104G, Tornado) - Leipheim - LeKG 44 / JaboG 44 - (G.91R, Alpha Jet) Landsberg and Fürsty also had the FFS A and B (Fouga Magister and T-33 respectively).
    2 points
  47. Joey45, I have sent you a forum PM regarding some old photos. They are all taken by me, and the subject matter was owned by myself, so no copyright issues. They could be distributed as you wish in the interest of bringing a Bucc to DCS. P.S. Guys, as for weapons, please do not forget the CBLS 100 (Carrier Bombs Light Store) for the wee 3kg Practice Bombs... P.P.S. An added bonus would be a Palouste for engine starts (see the weird Red Pod photo).
    2 points
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