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No discussion here. DCS needs good, scalable and easy to maintain security. In the past, I have recommended a couple of approaches in these forums how, for example, DCS could easily sandbox (better: sidestep) the lfs 'sanitize' issue by allowing a controlled, sandboxed 'writeString()' method that saves a string to a mission without having to 'de-sanitize' DCS (and compromise security). It was never followed up on. Pity. Instead we got the 'save mission' system that simply doesn't work, solves no problem at all, lfs still needs to be de-sanitized using a really, really bad 'unlock this for everyone' approach, just like this approach for dostring_in(). And to truly underscore how bad things are, the two approaches to resolving related issues (security) aren't harmonized. To me this is indicative of deeper troubling issues at ED than merely a bad IT security design team. The problem is that this new 'enhanced security' is, as implemented now, utter garbage; an inept, heavy-handed approach that will lead to LESS security. Why? Because soon (if they haven't already) videos and article will appear that tell you how to 'fix DCS' when all these "attempt to call field dostring_in" errors pop up in-mission. Invariably they will tell you to 'simply place this autoexec.cfg here, and you are done'. Because of the hare-brained one-size-fits-all approach, now the entirety of DCS is open, for every mission (not to mention providing a new attack vector through a malicious autoexec.cfg that is provided by the attacker in the video). Anyone with merely passing working experience in security can tell you: this approach is bad, much worse than not doing anything. So my opinion: this 'security' design is utterly inept, and it results in REDUCING security because everyone will bypass this 'security' for their comfort. Its like putting a fantastically complicated lock on your front door. Because it inconveniences everyone, they just keep it unlocked, opening the door for anyone. Is that improved security? A better design would allow per-mission sandboxing. There a billions of possible approaches: put the mission in a folder /insecure, and if it is in there, use the settings screen in DCS to regulate what is allowed (and yeah, lfs and io should be in there too). Better yet: have a GUI for that allows players to drag missions/directories into. Any mission in there is allowed risky stuff (configured by the GUI). Simple, and it does not take a lot of talent to implement. I'm not saying that above is good security design. Far from it. I'm merely saying that it's better by orders of magnitude than the current, inept design. What deeply troubles me is the fact that something this badly designed has made it past the design stage. What angers me is that it made made it into production. ED - you have a serious quality issue. Cheap, badly thought out code like this should never make it to the customer. This is really, really bad, ED. Please fix it. And please, if you don't have the talent, I'm sure there is ample talent in the community to help you out. Just ask.10 points
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Yeah, we are weighing what it will do for those that want optics simulated more accurately for the older TGPs, and others that want to keep the older TGPs the way they are. An option would be nice, but it could then snowball from there. So, we will weigh options. However, the optics of the AAQ-33 are accurate, and have no plans or need to adjust those. The most common issue we see with customer use of the AAQ-33 is not taking advantage of the NARO field of views, remembering to first stabilize in Point, Area, or INR, and then using XR processing.8 points
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7 points
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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.7 points
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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?6 points
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Dropped LGBs don't track moving targets in point track. Impact is around the area the target has been put into point track. Not sure the laser is active at all. I did see this issue with auto lase and manual lase. Stationary targets in area track/INR have no issues when attacked with laser guidance. Even manually slewing of the laser spot across the ground is changing bomb trajectory as expected. Issues only arise in point track. Trackfile shows GBU-12 attack on moving tank. Tank is getting point tracked. Laser is auto-lasing 15 seconds before impact. GBU-12 doesn't show any sign of steering attempts. A-G is on CMBT. TGP code and bomb code are default 1688. AAQ33_PointTrack_no_Laser.trk5 points
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5 points
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Exactly not Most guys are absolutely happy with the implementation of the Sniper ATP. But in contrast to this realistic implementation it becomes more and more clear to a lot more players that the Litning pod is not modeled well. Thats all, I think!5 points
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In my opinon the Litning pod should be downgraded. There is no other option in my opinon. The perfect picture though all digital zooms and slew movements is far unrealistic for the AN/AAQ-28. I think realism was the main aspect which differents DCS from other sims like warthunder etc. Sorry for the old eyes or the planes which dont have the sniper pod. But the F16 has its limits as every other planes has this limites. And the F16 should have the most advanced pod in DCS with the AN/AAQ-33. I we all agree with that. To leave a less capaple pod IRL overpowered in this game because some people would be furios is the wrong way when you say "as real as it gets". DCS should be a simulation and when it must be downgraded because of DCS is progressing this is the way to go. If you dont want it, there are many other sims that dont have this claim!4 points
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Ruining Lightning now to make Sniper looks better seem pointless. This is not the way. Following this path, we should also repair every optical system we have in DCS, not only for the F-16 (it will take not weeks, months but years perhaps). In my opinion, ED should just deal with Sniper and either eliminate or at least halve the current blur that is taking place and that will solve the issue. The current image (not XR) is simply exaggerated, and sorry – I have a better one on my phone (CCV). It doesn't look that bad IRL. As I said, I know the opinion of a pilot who used Sniper and never mentioned to me that the image was that blurry. In fact, he praised the sharpness, saying he could read the headline of a newspaper held in man's hands. Currently, you can't find a free target in a given area without a specific SP, IP, MP, or TP (not even mentioning a single soldier). It shouldn't work that way. The snow plow option is also useless. It's important to remember that in real life, MFDs are quite small, just like in DCS. This means that the high resolution of the AN/AAQ-33 image (min. HD, newer FHD) produces quite high sharpness, even in blurry images, and this, I feel, has been overlooked. The effect on the human eye is a relatively sharp image, which is not the case here (despite the blur, resolution solves the problem here). I think they should have reached a middle ground with their decision, reducing the blur by 50% (or even more, so that the targets can be identified at some level also in the basic modes). That would be both realistic and reasonable for a simulator. Of course, Im grateful for the introduction of AN/AAQ-33 ATP for F-16 but I think the image quality should be improved here definitely. That shouldn't be the case and as the newer TGP it seems of little use, and it should be the best of everything we have, even at the expense of realism (though, as I emphasize, this is a very debatable issue for me), so that it doesn't deviate significantly from what we currently have, because it breaks the immersion, and people will still choose the AN/AAQ-28 because it is more useful in terms of image quality. So, in the end, it will turn out that this change did little for the user. No XR image (sharp picture, check the moon): Another option and solution might be to make some changes, such as increasing the resolution. This option hasn't been touched for ages, so could that also be a solution? (just idea):4 points
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4 points
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As I already told you: being a newer pod with better optics, it would be expected that the Sniper would have greater zoom. There would be no reason to reduce the digital zoom capabilities to a point where it has less overall zoom than previous generations of pods. If older generations of pods could get that level of digital zoom, newer generations will obviously use at least that much digital zoom, if not more, coupled with the better optics.4 points
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[this was merged here from another thread] Litening pod in max zoom (TV, MAN RNG knob all the way and expand active): Sniper pod in max zoom (TV, MAN RNG knob all the way, and TVXR active): The ATP is known for having way more definition than previous generations of pods, so this doesn't make much sense. Am I missing something? One thing I noticed is that in TVXR, the MAN RNG knob doesn't change the zoom, it's always at 1.0X. Maybe that's the reason and it should be able to go to 4.0X like in the other modes? The same happens in IR, with an even greater difference in favor of the Litening. Thanks in advance for the help!4 points
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I don't get it, there was a bunch of talk about how the LITENING has had unrealistically clear overall image but especially the digital zoom for years. The new ATP implements the digital zoom realistically, and people are upset that it isn't as good as the LITENING?4 points
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4 points
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The scale of the work and improvements being made to the Mi-24 compared to the AH-64 is embarrassing. I wonder how much longer we'll have to wait for the OFFICIAL manual.4 points
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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.3 points
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Moin zusammen, ich weiß nicht wieviele wirklich den CH-47F fliegen, aber da es noch keinen Thread hierzu gab, wollte ich den Schritt mal gehen. Ich habe mich in den letzte Tagen viel mit dem dicken Ding beschäftigt und bin echt begeistert. Das Flugmodell ist zu Anfang gewöhnungsbedürftig, gerade durch das AFCS, aber wenn man das erstmal verstanden hat fliegt sich das dicke Ding unfassbar gut und vor allem einfach. Leider finde ich, geht die Entwicklung echt langsam voran, aber ich bin froh um jeden Patch der neues für den CH-47 liefert. Und man merkt deutlich dass das Ding noch recht weit am Anfang steht, kaum ein System ist annährend fertig und wie schon geschrieben, es sind leider immer sehr kleine Schritte die gemacht werden. Dennoch ein wunderbares Modul wenn es ums bewegen von Fracht geht. Ich weiß nicht genau obs wirklich mit dem Patch gestern (23.07.2025) kam, aber das Ding kann nun MGRS verwerten.3 points
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FM feels much better now. Dialed back the violent swaying a bit with rudder inputs and throttle changes. Recovers from the sway a bit quicker too. Feels great! Also, to me, the trim feels much more manageable. Absolutely loving it! Good show gents!3 points
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I have no problem with the changes in terms of security for the general DCS user. I have a HUGE problem with this being just dropped on all of us who run or help manage servers with no notice. This should have been a preview build weeks (preferably months) in advance for us to be able to make changes and be ready for. Instead we're stuck with our players going "why isn't the server updated" and we have to tell them "ED broke stuff again, we will get to it when we can."3 points
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My only, (closest, irl) reference to warbird flying is radio control planes, 30 years of all types, especially warbirds… Now of course thats not going to be exactly the same physics as a real one, but based on how the aerodynamics act at low and high speeds and motor torque, it seems to resemble the way I would expect it to react. At high speed, yes there is sway if you kick the rudder or snap the throttle but due to the increased airflow over the tail, the recovery is much faster and changes in motor torque are less pronounced. At slower speeds you’ll induce much more sway from engine torque trying to flip the plane as well as the prop wash over the tail, especially with prop speed change, (and of course rudder inputs). Since there’s less air flow it keeps a swaying longer ( or it’s more pronounced), and a lot of time its easy to over -correct with rudder and the cycle continues. The worst being closer to stall speed when coming in for landing. With low wings and a very far forward CG they tend be inherently unstable. More-so at slower speed than higher speed. Not trying to argue any one’s points. Everyone is allowed their opinion on the subject, of course. But in my mind, for the only irl reference I have, I feel like it behaves more like how it should. Or how I would expect, rather. * as for the speed, I’m not sure what it should really be. Is it underpowered? Too slow for a given loadout? I have no clue. I suppose one would have to go off of the kneeboard chart and test each scenario in there with the exact engine settings and altitude But it feels fine to me. Faster than the p-47 but slower than a lightweight spitfire. I also don’t want to debate that with anyone3 points
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Ты может и прав конечно... но если за то что ты делаешь берешь за это деньги то наверно это както должно обязывать? не? если бы я так относился к своей работе...катастрофа была бы! да короче...похер3 points
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3 points
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Agree, this is what I wrote :). Btw. I already have the contact for an active pilot who uses the Sniper (F-16C Block 52+ and FA-50). As soon as we can talk, I'll get back to you with the focus issue.3 points
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Hey guys, just want to share my observation since the last patch (23. July 2025) Go on INDEX on the CDU, then START and change on the left side at COORD REF from LAT/LONG to MGRS and boom you can type in the Coords in MGRS Format. Also the MFD FPLN SUM sub page DATA shows now the MGRS Grid. CDU FPLN Page shows still LAT/LONG3 points
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Because their project manager selected other priorities for the team to work on. I try to avoid saying how easy it is to do though. And also from this very thread:3 points
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It'd better last, given the 4090's already ludicrous retail price (at the time when it was still available). I paid 700 euro back in the day for my brand spanking new 1080Ti. 4090s used to go for 2000-2500 euro, now the 5090 sells for 2600-3200. While they are superb cards for DCS, their price is too bonkers to even consider: just 1 component that is more expensive than everything else (CPU, motherboard, RAM, PSU, case, AIO, NVMe drive) combined? I'll pass, thanks...3 points
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Probably yes. Although I doubt that the ATP is that bad. Just compare real life footage with DCS. TV is close but IR... seems to be way better in real life. https://youtu.be/Yi9d8bstWsE?si=xsD2N_l0j_Yc6pMJ3 points
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this has been reported thank you3 points
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That is true. And it requires that anyone who does this knows what they are doing. 99% of them do not, and do not care. They will copy/past someone's solution, and that one is virtually guaranteed to unlock all environments, if it's not a maliciously crafted script itself. Any solution that requires a user to know some arcanae is a bad solution. Any solution that relies on detailed user know-how in coding is sensationally bad. This solution requires both: that a user feels comfortable editing a code file, and know what the terms inside like 'gui' and 'mission' mean. You just lost 99.99% of all ED customers. Most have the ability, yes. But they can't be bothered. They will copy/paste.3 points
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Finally got my first chance to try her out, and I answered my own question. ADI is now working and generating full MAP. Handling is MUCH improved, and she no longer bounces all over (I may even turn down my curves/saturation a bit) so gunnery is cleaner. Oh, and THANKYOUTHANKYOUTHANKYOU for having Quick Action start with guns hot and sight on. I WOULD like an option to set convergence from the Quick Action loadout, unless I'm missing it somewhere.3 points
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livery = { {"AAQ-33", DIFFUSE , "aaq-33_diff", false}; {"AAQ-33", NORMAL_MAP , "aaq-33_nm", false}; {"AAQ-33", ROUGHNESS_METALLIC , "aaq-33_diff_roughmet", false}; } add lua.txt own your skins if wrong text decal something please leave comments i will upload ED user files when completed Thanks https://drive.google.com/file/d/17RclpTjFa0_Zn6PonF-M8UcWeZKZZBSv/view?usp=sharing3 points
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Cool that we'll get to carry 4 IR missiles and 2 SARHs. Tried out the new load out on the AI.3 points
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The LITENING TGP we have right now has unrealistically good lossless digital zoom which it should not have. The ATP implementation, however, does have the digital zoom limitations. Otherwise, I feel like the ATP is pretty easy to use, but the HOTAS commands are not the exact same as the LITENING's and I would suggest reading the manual chapter on the ATP to become fully acquainted with the system and how it works.3 points
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~350mph (~315 knots) is attainable starting with a shallow dive and WEP off. Speed can be maintained with gentle care.3 points
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Valid point. Since people will have to disable for an entire environment, the protection is effectively lost since they can accidentally run a malicious mission if they allowed for another mission. Same goes for IC, something gets added to IC and the only workaround is to disable it completely.3 points
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It was. It is used to invoke some code in other environments and pass back data. Regard this snippet: local command = 't = loadfile("' .. path .. '"); if t then t(); return net.lua2json(towns); else return nil end' local json = net.dostring_in("gui", command) if json then towns = {} traw = net.json2lua(json) end Above (plus correct path info of course) reads all towns with their location from any map, and allows scripts to determine where something is, provide better locations, and even determine if a location if worth an attack (it is required because "towns" isn't otherwise accessible in MSE. And it simply worked. Same for radio frequencies, getting the name of the currently running mission (for easy restarts because the trigger version saves a string which buggers versioning). And of course, the venerable SSB (simple slot block) used it to pass slot blocking info. All gone to this 'improvement'3 points
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I think you're very much mistaken And it wasn't just transferred once, but at least twice. The first time onto the jet's magnetic tape and at least a second time when uploading. Even with the first transfer to the F-16's on-board data tape, subtleties are lost. This effect is squared during the second upload. And this is also clearly visible if you look at the only high-resolution image of an original recording (last row, right image). The sharpness of the overlay almost comes close to that of the sniper pod from DCS, but the details to be recognized are many times higher than in DCS. Just look at how razor-sharp the shadows are. What the video shows us has nothing to do with what the !!analog!! camera system of the original can really do. You can extrapolate all this by comparing the sharp original image with the overlay of the video. If I calculate the ratio in my head, the original should be at least 3 times sharper than what we can see in DCS. Knowing the size and resolution of the MFD of the F16 and you know the PPD of the MFDs. PPD is the magic term. I'm willing to bet that what we can currently see in DCS is nowhere near the PPD of the MFD of the F16. And the analog cameras of the original Sniper have a much higher resolution as the F16 MFDs. https://qasimk.io/screen-ppd/ As I said before, it looks like one have missed some parts badly in his calculations. I hardly doubt, by math, the DCS Sniper Pod show us what the original can do, if I am looking at the original razor sharp image picture.2 points
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If ED ever figures out how to allow for seaplanes to operate, then hopefully they will be able to go one step further and make it so an amphibian can operate in DCS World. They've done it for vehicles already, how hard would it be to do it for aircraft?? The PBY flew in every single theater during WWII, from the very beginning until the very end. I can't think of a more iconic example of a seaplane/amphibian for DCS.2 points
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AI behavior seems unadjusted for the newer frag radius as well. AI P-47s are fragging themselves and killing the pilot with low-level 250lb bomb drops during CAS.2 points
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Hi, we have a report open for additional weapons for the S-3B but currently it is lower priority. thank you2 points
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Now, who would not want this? ...airplane module? Radio operator on the left, Navigator's table on the right. Although, this is looking aft, so the navigator's actually on the left side of the plane. A 50-cal mounted inside the big side blister windows, which roll up to open, on left and right. Multi-crew positions: Front: Bombardier's window and forward gunner's turret. Pilot and co-pilot Mid-ships fore: Navigator on the left and Radio Operator on the right; Engineer's seat up above in the wing mount. Mid-ships aft: 4 bunks Aft: Left and Right Observer/Gunner positions. Even if just 2 players, they could move around positions. AI/autopilot could fly and the players could man the left and right blister windows for search.2 points
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Ivandrov: I can imagine that's the case, but that doesn't explain why the Sniper would have less zoom than the Litening, it should still be the other way around.2 points
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I thought this was a great discussion! Also nice to see Jester make an appearance. Match & SIC: Real A-10 Pilots Break Down the Warthog in DCS and Real Combat2 points
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The F-14 being a two seater is the big question. Do you mesh with Jester? Do you have a human to sit in the RIO seat (or the pilot seat)? The F-14 is fantastic in a number of ways but I prefer single seat aircraft and as such have not used it as much as some other planes in complex missions. If you feel comfortable with a backseater, either AI or human, I'd certainly recommend it. The F-15 that is coming, with no timeline yet, will be similar while offering a single seater experience, so maybe consider that. The F1 and MiG-29 are pretty different being West vs East and a generation apart. The MiG has amazing performance and good missiles but is designed around less pilot autonomy which restricts how it can be used. The F1 isn't the best BVR fighter with shorter range less capable missiles. It's the most demanding to fly of the three as well. I wouldn't say that any of them are a bad choice, but the have their own pros and cons.2 points
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2 points
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Really disappointed that the CDU going blank didn't get fixed for today's update either (23 Jul 25)2 points
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If you release it as a pack, ensure the identical textures share the same texture source to reduce drive space and load times. For example, instead of just the texture name, you can point to a folder or archive via: "../folder or zip file/texture name {"F4U1D_FUSE_03", 0, "../1943 Tri-Color v1/F4U-1D_Fuse_03", false};2 points
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In the next DCS update, George AI Copilot/Gunner (CPG) will be receiving a significant upgrade, along with some improvements to his existing logic and behavior, in an effort to make him more realistic, interactive, and capable. It is important to note that no changes have been made to any existing AI Interface commands or control functions. Rather, additional commands have been added to the AI Helper Controls (Left/Right/Up/Down) when the AI Interface is displayed and set to NO WPN, and the Consent To Fire command has been modified as a contextual, multi-purpose button. In the graphic below, the new AI Interface is shown, with the new commands identified. New search tasks (explained below the AI Interface graphic) may be configured using the Left-Long and Right-Long commands while the AI Interface is set to NO WPN. The function of the Consent To Fire command under the current conditions is displayed in the center of the AI Interface, with the short press (<0.5 seconds) function displayed above the long press (>0.5 seconds) function below it. It is worth noting that the Consent To Fire commands may still be used without displaying the AI Interface. For example, if the player wishes for George AI CPG to begin performing an Area search, a long press of the Consent To Fire button may be used without the AI Interface displayed. However, to select a different Area search, the AI Interface will need to be displayed and set to NO WPN. New Search Tasks Up until now, George AI CPG could only be commanded to perform a direct, momentary search for targets along the line-of-sight of the Pilot’s helmet or the TADS sensor turret, and would rank those targets based on threat priority (i.e., air defense units would be at the top of the list). The player may now choose from 7 additional methods for George to search for targets, facilitated by the new changes in the AI Interface. Direct Searches. These are two searches that George was already capable of performing up to this point. PHS SEARCH - George slaves the TADS to the line-of-sight of the Pilot Helmet Sight (PHS) and performs a momentary search for targets. Targets are ranked by threat priority. TADS LOS SEARCH - George performs a momentary search for targets along the current TADS line-of-sight. Targets are ranked by threat priority. Area Searches. These searches allow George to proactively search for targets in a designated area or based on FCR target locations, visually identify FCR targets prior to an engagement, or perform battle damage assessment of engaged FCR targets after an engagement. FWD AREA - George slews the TADS in a 90-degree search pattern directly in front of the helicopter and continuously searches for targets. George will verbally announce when targets are detected but will not generate a Target List unless the AI Interface is displayed. Targets are ranked by threat priority. PHS AREA - George slaves the TADS to the line-of-sight of the Pilot Helmet Sight (PHS) and then slews the TADS in a 45-degree search pattern centered on the PHS-directed azimuth in relation to the helicopter nose and continuously searches for targets. George will verbally announce when targets are detected but will not generate a Target List unless the AI Interface is displayed. Targets are ranked by threat priority. FCR TGTS - George generates a Target List based on FCR target data obtained by the onboard FCR scans performed by the player or received across the datalink via FCR TGT Report or RFHO. George will enable C-Scope and attempt to identify the FCR targets highlighted in the Target List. If the target cannot be seen due to visual obstructions, George will verbally announce it. If the target is destroyed, George will verbally announce it and remove the target from the Target List. OWN PFZ - George slaves the TADS to the PFZ assigned to the ownship and continuously searches for targets within the geographical boundaries of the zone. George will verbally announce when targets are detected but will not generate a Target List unless the AI Interface is displayed. Targets are ranked by threat priority. ACTV PFZ - George slaves the TADS to the activated PFZ and generates a Target List based on FCR target data obtained by the onboard FCR scans performed by the player or received across the datalink via FCR TGT Report or RFHO. George will enable C-Scope and attempt to identify the FCR targets within the geographical boundaries of the zone and highlighted in the Target List. If the target cannot be seen due to visual obstructions, George will verbally announce it. If the target is destroyed, George will verbally announce it and remove the target from the Target List. Point Searches. These searches allow George to search for targets in the vicinity of a TSD point or the FCR Next-To-Shoot (NTS) target after the Player has Linked the TADS to the FCR in the Pilot seat. POINT - George slaves the TADS to the selected TSD point to perform an indirect rocket attack from behind cover; or may be commanded to adjust the TADS field-of-view setting, toggle the selected sensor (FLIR or DTV), or fire the laser, to assist with performing reconnaissance. If subsequently commanded to search for targets, George performs a momentary search for targets. Targets are ranked by geographic proximity to the TSD point, regardless of unit type. LINKED - George may be commanded to adjust the TADS field-of-view setting or toggle the selected sensor (FLIR or DTV), to assist with performing visual identification or battle damage assessment of the FCR NTS target. If subsequently commanded to search for targets, George performs a momentary search for targets. The closest target that matches the classification of the FCR NTS target is ranked as the first target in the Target List, and all remaining targets are ranked by geographic proximity to the NTS target symbol, regardless of unit type. New capabilities and procedures George must be commanded to perform start-up procedures if spawning into a cold start AH-64D. However, George will assist with more of the start-up checklist items such as powering on the FCR and RLWR, and will verbally announce to the player as he completes major items such as boresighting his helmet or when the FCR has finished its power-on sequence. George may also be commanded to perform the relevant shutdown procedures. George is now capable of engaging multiple targets in sequence. When presented with a Target List, the player can select multiple targets from the list, as shown below. In this image, the player has selected 4 targets from the list by pressing the Consent To Fire button as each target is highlighted in the list. If the player presses Right-Short to command George to begin tracking a target that has been added to George's "shoot list", George will slew to the first target in the list (tagged as 1). If the player presses Right-Short to command George to begin tracking a target that is not added to the shoot list, the shoot list is canceled and George will only track/engage that single target. As before, George will still wait for a Consent To Fire command before engaging the target if set to HOLD FIRE. However, once his current target is destroyed, he will automatically slew the TADS to the next target on the shoot list and wait for another Consent To Fire command before engaging the next target. If set to FREE FIRE, George will begin engaging if engagement parameters are met, and then automatically slew to the next target once the first target is destroyed, and immediately engage the next target (again, assuming engagement parameters are met). When tracking a target and GUN or MSL is selected, a short press (<0.5 seconds) of the Consent To Fire command will direct George to fire his assigned weapon as before. If the Consent To Fire command is pressed and held (as signified by the ADJ+ label in the center of the interface), George will adjust the crosshairs onto the center of the target to prevent laser overspill beyond the target itself, and then re-establish an auto-track on the target when Consent To Fire is released. However, the player should fly in a stable manner while George is commanded to refine his aim using this function, which is why the player has been given a command to coordinate the timing of such actions. Improvements to existing logic and more verbal communication The existing logic of George AI CPG has been improved, with more realistic behavior and procedures. For example, if the player has set the RF MSL PWR to OFF, and the player subsequently commands George to use RF missiles, George will set the MSL PWR back to AUTO. George will also verbally communicate to the player what is required for him to perform a command or provide verbal feedback if he is unable to perform a command. For example, if George needs the player to maneuver the helicopter into launch constraints before he can fire a missile, George will verbally request the pilot do so: "Get me in constraints". Previously, George would not fire an AGM-114 missile if any Performance Inhibits or Safety Inhibits were displayed, even if the Player pressed the Consent To Fire button. This would lead to confusion as to why George was announcing "Engaging" but did not actually fire a missile. Safety Inhibits cannot be overridden, but a Performance Inhibit may be overridden if George pulls the weapons trigger to the 2nd detent, which he will now do if ordered to do so. If any inhibit, Performance or Safety, is displayed when George is ready to fire a missile on his current target, George will announce "Constraints" to request that the pilot maneuver the helicopter into appropriate launch constraints. When and if this occurs, the player may now order George to override a Performance Inhibit by pressing the Consent To Fire button (except BAL LIMIT if the target is out of range). However, it is important to note that the presence of a Performance Inhibit increases the possibility the missile may not hit the target, either due to failure to acquire a laser or not being able to maneuver to the target. Therefore, the player (as the "pilot-in-command" of the helicopter) must be judicious with this command when a Performance Inhibit is displayed. This gives the player the freedom to make tactical decisions regarding when it is appropriate to override an inhibit, at the risk of expending a missile without striking the intended target. An updated DCS AH-64D Early Access Guide will be included in the next DCS update to fully describe these new functions and features in detail. We hope that these new features to George AI CPG will provide a much more engaging gameplay experience in the DCS: AH-64D.2 points
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