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RSBN/PRMG ground units usage guide We have prepared additional units for RSBN/PRMG navigation and landing systems. These will help you to set up RSBN/PRMG environment in any airfield. We have made it so these units can be placed freely anywhere on the map which will give some additional freedom for mission makers. The set of this system consists of three individual components/units: · RSBN trailer/car (You can compare it with TACAN beacon) · PRMG Glidepath trailer/car (Glidepath signal for landing) · PRMG Localizer trailer/car (Localizer signal for landing) You can find them in relevant countries in Mission Editor under Ground Unit > Unarmed category. Let’s list nuances for each one of those components so you will get good understanding of how you can use them. RSBN car This unit is origin of RSBN signal. To activate RSBN on it you need to add Advanced waypoint action > Perform Command > Activate RSBN/PRMG beacon. Channel field in this command corresponds to the channel aircraft equipped with compatible system will tune into. 40 channels available in total. Callsign field corresponds to transmitted callsign over radio via Morse code. This unit can be installed anywhere within airfield, bearing in mind it is an origin of RSBN signal for the vectoring aircraft. PRMG Localizer car This unit is origin of the PRMG localizer vector signal. Follow the rule of installing it 200 meters after the end of the runway to which landing is performed to. Bear in mind that landing aircraft need to have clean line of sight to that unit to get the signal from it. If unit is placed on the slope and covered by the terrain hill for instance, landing aircraft won’t be able to get a good signal from it. PRMG units should be placed on the same elevation plane as the runway. Also, it is important to set unit heading to be aligned with runway landing heading. Additional symbology in mission editor is available when unit is highlighted, and we also added ability to fine tune heading with decimal numbers. To activate PRMG signal on it you need to add Advanced waypoint action > Perform Command > Activate RSBN/PRMG beacon. The general rule for the operators of these systems was to set channels as: RSBN channel + 2 = PRMG channel PRMG glidepath car This unit is origin of the PRMG glidepath vector signal. The rule of installing it is 300 meters after the runway start and on the side. This distance is important to adhere to in order to have correct landing vectors for glidepath. Distance on the side can be various and main practical point is to have this localizer car on the same altitude and plane as runway, otherwise landing glideslope will be inaccurate. To activate PRMG signal on it you need to add Advanced waypoint action > Perform Command > Activate RSBN/PRMG beacon. The general rule for the operators of these systems was to set channels as: RSBN channel + 2 = PRMG channel Overall setup example PRMG Glidepath and PRMG Localizer units operating for same location should be set to the same PRMG channel. Here is full setup example on the Beslan airfield16 points
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В общем пришел сейчас с работы, одел свой шлем, зашел на сервер, там еще один такой же товарищ был на мигаре, слетали с ним кружок в паре, боже как я кайфанул... Мне этот самолет дороже любого f16 теперь, в нем есть какой-то шарм 80-х, который невозможно передать в словах. Прям садишься и чувствуешь жопой эту эпоху, это прям как музейный экспонат который ожил. Динамика интуитивно понятная, взлетел и сел не стыдно с первого раза, буквально чувствуешь самолет жопой ручкой управления. PS: Команде ЕД огромная благодарность! Вы буквально сохраняете историю и даете возможность простым работягам к ней прикоснуться. Надеюсь это не последний красный модуль.13 points
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From Heatblur Discord: Hey all! Time to start shipping what we've been working on this summer; starting this patch with a large upgrade to the DCS: AJS-37 Viggen! From here, we're setting our sights on launching the AI Intruder and Early -A in the next patch. This large Viggen update overhauls and enhances many core and fundamental systems. The biggest highlight is the new electrical system, bringing a host of new warnings and failures, circuit-breaker functionality, instrument fault indications, improved RAT and AC/DC failure modelling, and more. We’ve also fixed the issue preventing RB-24 and RB-74 missile lock ons — our sincere apologies for the inconvenience. Additional improvements include an updated RWR and database, restored KB automatic mode, major fixes to the RUTA display, and refinements to instruments, cartridge and WP management and more. In all, this update delivers a wide range of fixes and quality-of-life enhancements. Please see the full Viggen changelog below and we can't wait to hear your feedback. We hope you enjoy! Stay tuned for the launch of the Intruder and early F-14A as we wrap up this summer's work. Your Heatblur Team11 points
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https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.20.15010/ DCS 2.9.20.15010 Introduced DCS: MIG-29 A Fulcrum by Eagle Dynamics in the Early Access now! Introduced DCS: NS430 for MIG-29 A Fulcrum by Eagle Dynamics. Key features: New campaign DCS: A-10C II Outpost Campaign by Stone Sky DCS Core Single helipad spawning “All terminals are busy” problem in multiplayer - fixed Multiplayer Slots not shown as busy but can not be used - Multiplayer Bugs - ED Forums AI Aircraft The AI F-4E will not strafe with the gun pod SUU-23 on the first pass (target) and needs to reattack before firing - fixed Mi-8 and UH-1H do not open the doors when troops disembarking - fixed F-16 AI can’t use ATP pod - fixed F-16 wingman refuses to engage, when finally it engages, it uses guns instead of the GBU12s, and track Sniper pod shows wrong in track - Aircraft AI Bugs (Non-Combined Arms) - ED Forums A-20G turret does not move/fire/react - fixed AI aircraft evasive maneuvers logic is not working with active missiles - fixed AI Aircraft no longer react to Fox 3 Missiles (Active Radar Homing) - Aircraft AI Bugs (Non-Combined Arms) - ED Forums AI Ground Added RSBN and PRMG special ground units and their respective symbology for facilitating these landing systems anywhere on the terrain. Forum guide (note: MiG-21bis from Magnitude3 is not compatible with this RSBN/PRMG system yet). GPS spoofer unit model added, WIP, no jamming functionality yet. Currenthill Asset Pack Numerous changes to pack models, parameters of vehicles and interactions. Detailed list Changed BMP-T mesh smoothing Changed T-84 Oplot-M mesh smoothing Changed 9K720 textures Fixed BMP-T suspension Fixed Pantsir-S1 suspension Fixed M-ATV suspension Fixed M1130 suspension Fixed M142 suspension Fixed IRIS-T SLM suspension Fixed FV101 suspension Fixed FV107 suspension Fixed 9K720 suspension Fixed TOS-1A suspension Fixed Tor M2 suspension Fixed T-90M suspension Fixed T-84 Oplot-M suspension Fixed T-64BV suspension Fixed T-90A encyclopedia animation state Fixed TOS-1A encyclopedia animation state Fixed T-90A turret traverse and elevation angles Fixed T-90M turret traverse and elevation angles Fixed T-90M sight point placement Fixed Tor M2 encyclopedia error Fixed Pantsir-S1 low engagement performance Added Pantsir-S1 player control Fixed IRIS-T SLM STR radar rotation speed Fixed Tor M2 low engagement performance Added Tor M2 player control Changed Tor M2 mesh smoothing Changed Pantsir-S1 textures Fixed Project 22160 Tor M2KM low engagement performance Added Project 22160 Tor M2KM player control Fixed Project 22160 Tor M2KM search radar rotation issue Fixed T-64BV turret traverse and elevation angles Fixed Tu-95MS air refueling probe misalignment Fixed 9K720 armor protection level which was too high Fixed TOS-1A turret protection level which was too high Fixed M1083 armor protection level which was too high Fixed IRIS-T SLM armor protection level which was too high Fixed Pantsir-S1 armor protection level which was too high Fixed M142 armor protection level which was too high Fixed M142 ATACMS missile covers after rearming Changed IRIS-T SLM LN from flip tube covers to ejecting tube covers Changed IRIS-T SLM STR textures Changed IRIS-T SLM CP textures Changed IRIS-T SLM LN textures Fixed Tor M2 alarm state animation Fixed FV101 HESH long range direct fire issue Added FV101 HE-T ammunition type Fixed Tu-95MS uncentered propellers Mission Editor Add additional precision to object heading rotation field Quick Action Generator QAG now randomizes enemy units and AI skills based on the selected mission type. Fixed: end-mission window no longer appears in the debriefing after exiting the simulation. Fixed: previously added units are no longer reset when creating random groups in “Bomber Intercept” and “Ground Attack” missions. UI Added Search bar to Loadout and Livery lists in Rearming and Dynamic slots menu with the ability to search by name Added livery selection to encyclopedia with ability to seamlessly reload livery (will help livery creators to check changes made to the livery, without restarting DCS) WIP we will look for feedback. A more detailed tool for viewing models inside DCS is planned. Added Search bar to Dynamic spawn menu with the ability to search for a unit by name Removed old versions of in-game manuals from interface. Huey has "manual" in options - Bugs and Problems - ED Forums. Controls Mapping interface conflict tooltips do not show proper information - fixed Added new system options for mirrors resolution and sequential rendering Dynamic slots interface rope length for helicopters is not inherited from template group - fixed Weapons Introduced advanced model for R-27 missile family. Missiles got new CFD-based flight model, authentic control system that includes wing actuator model, altitude band-switching autopilot, Kalman-type guidance filters (different for IR and RF versions) which also drive seeker gimbal mechanics, INS and datalink system with realistic inaccuracies (for RF missile only), and RF or IR seeker. New semiactive RF seeker provides 'multitarget' tracking feature. This means that RF signals from several distinct targets will interfere and form one bigger apparent target once they simultaneously fall into the missile tracking gate. This apparent target may lead the missile between real targets in a target group, or to dispensed chaff. It also may steal missile velocity tracking gate and break guidance. R-27 proximity fuze now has a conical antennas pattern and variable explosion command delay to adjust for target size and closure rate. And, in addition, missiles got number of limitations caused by control systems design. For example RF missile can not be launched with roll angle exceeding 120 degrees because of gimbaled INS roll limit. Added Mk-83AIR GP HD bomb Added laser PRF code adjustment option for GBU-54 Fixed phantom bomb instances being frozen on impact instead of penetrating whatever they collided with Added fuze options for Soviet bombs and dispensers (BetABs, FABs, OFABs and RBKs). Adjusted BetAB, FAB and OFAB warhead parameters Added fuze options for Chinese bombs (250-2 and 250-3) Fixed phantom LGB instances trajectory desynchronization when using non-default laser PRF code Corrected available fuze variant sets for US HTP and non-HTP bombs Mk-20/CBU-99. Improved bombsight accuracy. Please note that using FMU-140 in low-altitude horizontal flight bombing runs will lead to poor accuracy - in these cases Mk 339 fuze must be used. FMU-140 should provide acceptable accuracy in dive bombing runs and, in specific conditions, in horizontal flight bombing runs (function altitude set to ca. 1/3 of release altitude and specific airspeed at release, e.g. function altitude - 3 kft, release altitude - 10 kft, TAS - 580 kts) Mk-20/CBU-99. Fixed Mk 339 fuze function delay being counted down after arming instead of after release BL755. Added fuze function delay options GMLRS. Added animation of rotation of the tail stabilizers block BetAB-500ShP. Improved bombsight accuracy in normal release conditions (release at 500 m altitude) Fixed non-detonation of bombs in certain conditions Fixed IRIS-T missiles constantly switching between command and IR guidance, which caused them to miss. Terrain Engine Tuned lazy loading of 3D models. We already had asynchronous loading in place, and this update adds complementary optimizations to ensure only the models needed in the current situation are loaded. This should slightly improve loading times in both the Mission Editor and mission startup. Voice chat Fixed. Crash on exiting from DCS when the “Pending request” window is open. Launcher Added. Help page with access to FAQ, User support, myReach AI helper, etc. DCS: MiG-29A Fulcrum by Eagle Dynamics First week patch updates: The animations for the cannon trigger and the missile trigger to be swapped. Lock indication is not resetting after lock break. But logic is working correctly and radar stops locking. Air intake louvers animation corrections. Provide lower resolution textures cockpit option CHAFF/FLARE sequence corrections. When repairing after a wheels up landing, the repair completes, but the landing gear is not lowered, so after repair you are dropped back on your belly, negating the repair. IFF issues for clients connected to the mission hosted on a dedicated server. Single Player or Self-hosted servers do not have this issue. Controls Indicator overlay (RCTRL+ENTER) missing 3D model damage WIP (first iteration) Additional English HUD/HDD version (fictional for convenience) Known issues to be patched: Autopilot-induced oscillations, mostly visual on stick, no effect on flight path below 600 KpH Landing/taxi lights issues - the light from penetrates into the model. Brake chute is not visible for other clients in multiplayer, physics working correctly When using FCR, missile launch is not blocked in the absence of a LA signal on the HUD/HDD. Ejection sequence and animation improvements. Cannon muzzle flash improvement Ejected cartridge animation The logic of the CAJ (Compensation Active Jammer) switch is not implemented when working with jamming. Imperial units cockpit version IAS indicator animation issue with Mach number. 3D models enhancements in progress: Finalization of the main texture, wear and tear. Technical inscriptions and stencils. Main landing gear bay high detail. Detailing of the air brake and the drag chute container. Main technical hatches and equipment bays. Detailing of the IRST. Detailing of the Flare/Chaff dispenser. Ejection seat details. 3D model damage improvements Additional LODs for 3D model FLIR texture. Additional liveries of countries that were operating MiG-29A. Livery template. (planned for October) Improved weapons pylons. Dynamic reflections on the canopy. Improved pilot model. DCS: NS430 Navigation system by Eagle Dynamics Added. Support for all available maps The device starts as powered on and switched to the map display on a hot start DCS: F-16C Viper by Eagle Dynamics Fixed: Emergency jettison does not remember master mode when done in A-G and resets to NAV. Fixed: Duplicating Thrust axes on the VPC Throttle MT-50CM3 joystick. Fixed: Bullseye text on FCR format appears blurry. Fixed: Landing Gear Handle light should illuminate when landing gear doors are in transit. Fixed: ECM pod continues to emit in Mode 3 if switched to Mode 1 or 2. Fixed: AI - Doesn't seem to be able to use new ATP. Fixed: AGM-65 WPN rdr cursor slew inputs below 5% do not move maverick seeker. Fixed: HTS/HAD overlapping emitters causes major/minor axis error and azimuth to rapidly change between values. Fixed: Missing HOTAS AG Gun Strafe Toggle. Fixed: AN/AAQ-33 ATP A-A TGP stops following radar track after bugging target in TWS. DCS: F/A-18C Hornet by Eagle Dynamics Fixed: Odd target designation/undesignation behavior due to MSI. Fixed: Center pylon mounted LITENING will continue to work if jettisoned. Fixed: Radar Contributed SURV tracks in TWS do not switch to full size HAFU's, enveloped by the radar circle. Fixed: The HAFU tracks start interfering with each other for the same target and sometimes doesn't even show that it's an L&S or DT2 target even though it is. Fixed: JDAM with FMU-152 Wrong EFUZ options. Fixed: Countermeasures. 4 chaff instead of 2 in Bypass mode. Fixed: MSI AIM-120C launches cause huge desync. Fixed: (AI) - In a group, wingman will never engage targets. Fixed: TWS switching between targets without MSI - NWS/undesignate. Fixed: No longer possible to lock target with TDC depress in RWS mode. Issue remains with LTWS disabled, will be fully fixed next patch. Fixed: AIM-9 quiet seeker uncage tone sometimes. Fixed: BST and HACQ range can be increased to 40nm. Fixed: Closing velocity (Vc) on RDR ATTK display is misplaced at the bottom for any case other than STT. Fixed: MSI - L&S and DT2 do not get deleted upon entering ACM mode. DCS: AH-64D by Eagle Dynamics Fixed: George stuck on a search loop under a certain flow. FM. Tweaked Yaw SCAS: Some users complained about excessive yaw-wobble during control by pedals and in transient modes when the helicopter's SCAS Heading Hold mode is ON. DCS: Mi-24P Hind by Eagle Dynamics Fixed Glitched texture blocks that were obstructing side gunner view DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics Board numbers disappeared - fixed DCS: F4U-1D Corsair by Magnitude 3 Added three Royal New Zealand Air Force liveries. Note: The Flight Leader School livery requires to enter a letter first followed by two numbers for the aircraft number system to work correctly. Fixed the wingtip vortices position. Fixed spawn-in from taking damage to the landing gear. Adjusted the R-2800-8W damage model: Extended the time it will break during WEP. Damage is now proportional to cylinder head and oil temperatures to the RPM and manifold pressure. Adjusted how water injection is enabled via the micro-switch and pressure actuated switch. Adjusted the variable center of mass as the weight changes from fuel and payload use, as well as wing flap positions. Adjusted gun position for mass. Corrected the weight for the Mk.6 droppable fuel tank. Fixed the mission editor icons for the droppable fuel tanks. Fixed the FFB trim. Corrected and added control inputs. Added the chronometer’s elapsed time function. Adjusted the mirrors. Adjusted the visibility of the HVAR control box light. Adjusted the visibility of the landing gear and cooling flaps indicators. DCS: JF-17 by Deka Ironwork Simulations Fixed. BRM-1 HUD pipper frozen Improved. SPI inconsistency on HUD, HSD and radar page. Adjust. INS drift under different align qualities DCS: AJS-37 Viggen by Heatblur Simulations NEW and overhauled Electric System NEW warnings and failures Electrics Hydraulics Autopilot AFK Reverser Changes to the RWR Updated database to be closer to the F-4’s Fixed radar carrier freq. not being set (ELINT file now has the emitter band set correctly) KB’s automatic mode works again. Added full fidelity MiG-29 to RWR library Added logic for the breakers ADI aligns to magnetic heading (+ deviation correction set) on the ground and if the fast erect button is pressed. Calibrated to true heading on rotation (based on stored runway heading) Added warning flag logic to air speed indicator and altimeter (LDOK) Cartridge loading now requires being on the ground and in BER Airbrake will slowly close from the airflow if hydraulic pressure is lost in Syst. 1 RAT failure when extended happens at much lower air speeds (>700 km/h) Added AC-DC rectifier failure Implemented a fix for “rough search” on reciprocal runways Fixed the “BANA line” hiding Fixed RR/ANF “cross” on CI stuck on screen Temperature measuring logic has been improved Flood lighting is now on during cold starts Implemented a random start position for the ADI Fixed kneeboard WP names Backup heading now shows raw magnetic heading, without declination correction Fixed HUD/ADI commands being stuck to U point Added logic to unselect U point (Safety unsafe or ANF selected) U point can now be reselected after having been overflown Timeline and compass now shows in LowNav mode when <40s from U WP Fixed RB-24 and RB-74 (Sidewinders) not locking anymore Setting rb15 ToT now only requires pressing BX button (without needing to press 8 as well) Updated rb15 ToT calculations FÄLLDLAST now illuminates on light test Added variable indicator light brightness Added instrument backup lighting Added instrument fault indications Distance Fuel Speed Altimeter ADI Pitch trim Corrected RUTA display Circle now shows R point location – it moves between them on “WP change” when drawn Line now alternates pointing toward previous and next RUTA WP Only draws R points that are “in order” (ie. with R1,2,3,4 all 4 are shown, but with R1,2,3,5 only 1 to 3 are) Changes to “Destination presentation” when a R WP is selected AoA indicator shows aircraft pitch on the ground Changed yaw Trim switch hint from “Emergency Yaw Trim” to “Yaw Trim” Updated the manual DCS: Iraq Map by Eagle Dynamics Added new airfields Al-Kut Airport. Mosul International Airport. H-2 Airbase. H-3 Southwest Airbase. H3 Main Airbase. H3 Northwest Airbase. H3 Highway strip (not as active airfield). Improved airfield scenes. Improved road network at airfields. Improved surface at parking lot of airfields Al Asad, Al Sahra, Al Taquddem and Q-West. Improved surrounding surface textures at Balad Airbase. Improved airfield signs, markings and taxiways. Improved Erbil airfield surface, shape and textures. Added more ground mounds to airfields. Fixed bugs in the airfield's surface. Tweaked default cameras at several airfields. Improved unique scenes across terrain. Improved road network across terrain. Added more lakes and rivers. Improved surface textures at northern and southern part Iraq. Improved FLIR and radar visualisation of several assets and models. Fixed bugs in 3d models: geometry artifacts, more precised collision mesh. Tweaked distances of models LOD switching. Tweaked objects life setting. Added new unique scenes. Added a unique scene of Kirkuk stadium. Added unique models water tower at Qayyarah Airfield West. Abu Ja'far al-Mansur Statue. Erbil Martyrs Monument. Mosul Transport Department. Saving Iraqi Culture Monument. Al-Shaab Stadium in Baghdad. Taki-Kisra. Al Taqaddum Dark Tower. Kirkuk Main Terminal. Kirkuk ATC. ATC Erbil. Fire Station Erbil. Firehouse Kirkuk. Baghdad Republican Palace. Baghdad Boneyard. Babylon Palace. Babylon Labyrinth. Baghdad Salute Platform. Grand Festivities Columns. Grand Festivities Lanterns. Mar-Mattai Monastery. two new models of Al-Kut Hangars. Improved surface, scenes and road network at Mar-Mattai Monastery, Babylon Palace, Baghdad Republican Palace, Unknown Soldier Monument, Grand Festivities Square area. DCS: Caucasus Map by Eagle Dynamics Changes in RSBN and PRMG beacons of Krasnodar-Center, Krymsk, Maykop-Khanskaya and Mozdok airfields: Removed frequencies of RSBN and PRMG beacons. Tweaked channels of RSBN and PRMG beacons for better pilot experience. Increase resolution of surface, models and other terrain assets textures. Increased draw distance of trees. Tweaked default camera position (F11) of airfields: Sochi-Adler, Kobuleti, Mozdok, Krasnodar-Pashkovsky. Fixed corrupted buildings and trees at: Cherkessk, Baksan, Pyatigorsk, Mineralnye Vody, Nalchik and Suvorovskaya areas. Tweaked life settings of several objects. Tweaked life and fire settings of trees. DCS: Sinai Map by OnReTech End of Early Access period of DCS: Sinai terrain module. Added parking for large aircraft to large airfields. Fixed a bug with TACANs. Fixed markings on airfields Ramon Airbase. Ovda Air Base. Nevatim Airbase. TelNof. Changed the landing and takeoff course for bots at the Nevatim airfield. Fixed bugs with parking numbers at some airfields. Added sea depth in Alexandria for mooring ships there. Added several military bases near the city of Tabuk. Fixed a bug with duplicating cities on the map. Improved textures of cities/towns blocks assets. Developed and improved cities: changed textures and added small objects. Added more roads, fixed a significant part of the sharp transitions between city textures and ground textures. New airfields and unique scenes in Egypt, Jordan and Israel EinShamer (for UAVs). Megiddo. King Faisa bin Abdul Aziz. Tabuk Heli Base. Khalkhalah Air Base. Taba International Airport. Added a new unique hangar for MezzehAirport. Added mirror hangars at airfields Hatzor. Nevatim Airbase. Ovda Air Base. Ramon Airbase. Tel Nof. Hatzerim Airbase. VHF HI frequency at StCatherine airfield was changed. Was - 121900000, became - 124500000. DCS: South Atlantic by Specter Studios End of Early Access period of DCS: South Atlantic terrain module. Changed default date within the mission editor to the 1st of October 2024 which makes summer textures the default. Revamped the following airfields and POI areas Port Stanley. Ushuaia. Ushuaia Helo Port. Mount Pleasant. Punta Arenas. Puerto Natales. Mare Harbour. Rio Gallegos. Rio Grande. Provenir. Franco Bianco. O'Higgins. Almirante Schroeders. San Julian. Comandante Luis Piedrabuena. Pampa Guanaco. Optimization pass to decrease video memory consumed for every airfield. Quadruppeled airfield texture quality across all airfields and roads. Doubled the texture quality of all building materials. Improved vegetation throughout the map. An updated vegetation distribution algorithm has been implemented to enhance spatial density and ecological realism across terrain surfaces. Corrected snow distribution bugs and tilling issues within the map. Normal maps have been upgraded and integrated into the Argentina / Chile terrain to deliver more accurate surface contours and heightened realism in lighting response. Added animated airfield radar units at airfields where appropriate. Various new models were added to airfields. Replaced all wind turbines with map specific animated turbines. Ushuaia PAPI lights are no longer on a slope. Upgraded all lighting to use new technology. Upgraded all airfield lighting to respond to take-offs and landings. Updated the F10 map with Country borders, heli locations, along with other visual enhancements to the overall map. DCS: Cold War Germany by Ugra Media Changes in RSBN and PRMG beacons of Gardelegen, Allstedt, AltesLager, Damgarten, Garz, Holzdorf, Kothen, Laage, Lerz, Mahlwinkel, Merseburg, Parchim, Peenemunde, Sperenberg, Templin, Werneuchen, Wittstock and Zerbst airfields Added callsigns. Removed frequencies of RSBN and PRMG beacons. Tweaked channels of RSBN and PRMG beacons for better pilot experience. Campaigns DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions: statics rearranged for better deck crew compatibility DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Sims Mission 6 - Added fix for bug introduced by improved splash damage DCS: F/A-18C Operation Green Line by Badger633 Mission 7: HMVEE recently blocking aircraft and breaking mission fixed. Mission 8: Landing F16s now break mission fixed. DCS: F/A-18C Rise of the Persian Lion by Badger633 Mission 12 both variants: Broken SAM fail trigger fixed. Missions 3 to 15 all variants: AWACS added for better SA DCS: F/A-18C Rising Squall Campaign by INVERTED M00 - Fix pre-made animation for premature takeoff in non supercarrier (NSC) version files and recompile with the latest ME to solve the issue of running crashes. M02 - Reset AAR animation. M08 - Reset AAR animation DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations All missions: AI AAR adjusted for better reliability All missions: AI CAS flight behavior adjusted for better results. Primary target is enemy armor not helos All missions: Minor changes for ground war balance, enemy helos and attack aircraft starting later DCS: F/A-18C: Raven One by Baltic Dragon M01: Fixed problem with Saint diving to the deck after passing waypoint 3. M02: Fixed problem with Iranian Su-24 diving for the deck when closing the CSG. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Mission 4 - The Damned. All triggers wiped during previous update (as reported in forums). Current mission needed work to fix issues affected by new Ai behaviour. Fixed timing issues related to new Ai behaviour at take offs. Fixed saddle, refuelling orders, attack orders. Dozens of overall mission improvements to gameplay orders/timings. Added additional audio. Smoothed out timeline/gameplay. Mission 5 - Barrel Bombs. Fixed hummer colliding with Player during taxi. Mission 10 - The Railyards. Fixed timing issues related to new Ai behaviour on take off. Extensive reworking of mission elements to improve timings. Fixed issue with wingman not obeying orders (as reported in forums). Target sets 3 & 4 updated to improve gameplay. Dozens of fixes and tweaks to mission element timings & triggers. DCS: Mi-8MTV2 Crew Part 1 Campaign by Stone Sky All missions: Added Czech localization by user "Czech." Includes subtitles, briefing text, briefing images, and kneeboard pages. Mission 8: Adjusted external cargo weight to match the helicopter's technical capabilities under the given weather conditions. Fixed an issue causing engine failure due to icing. DCS: MAD Campaign by Stone Sky All missions for the SA342 Gazelle: Restored the automatic set UHF frequency functionality. DCS: MAD AH-64D Campaign by Stone Sky Missions 1, 9, 12: Enhanced target coordinates. Corrected tablet map images. Missions 4, 5, 8, 9, 10, 11, 12: Adjusted weapon loadouts to be more appropriate for the mission objectives. DCS: Mi-24P Outpost Campaign by Stone Sky Added instructions for cooperative play (pilot and weapon officer) to the documentation. Mission 5: Minor tweaks and adjustments. DCS: AH-64D Outpost Campaign by Stone Sky Mission 1: Corrected the weapon loadout to match the briefing. Mission 8: Minor adjustments to weather conditions. Mission 15: Minor logic changes to the event triggered by the destruction of the escorted object.11 points
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After a lot of guessing, I discovered that the kneeboard folder for custom kneeboards is "MiG-29 Fulcrum", e.g.: C:\Users\<username>\Saved Games\DCS\Kneeboard\MiG-29 Fulcrum I tried MiG-29-Fulcrum, MiG-29_Fulcrum, MiG-29, MiG_29, MiG29A, MiG-29-9.12, Mig-29_9.12, MiG-29-9.12A, and several others before I found that exactly one other kneeboard folder contains a space (the F-86F Sabre), and tried it, and that worked. Phew!10 points
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Modeling real life, both, strong sides and limitations, is the beauty of full fidelity modules and DCS overall.9 points
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Hey Everyone! Time to start shipping what we've been working on this summer; starting this patch with a large upgrade to the DCS: AJS-37 Viggen! From here, we're setting our sights on launching the AI Intruder and Early -A in the next patch. This large Viggen update overhauls and enhances many core and fundamental systems. The biggest highlight is the new electrical system, bringing a host of new warnings and failures, circuit-breaker functionality, instrument fault indications, improved RAT and AC/DC failure modelling, and more. We’ve also fixed the issue preventing RB-24 and RB-74 missile lock ons — our sincere apologies for the inconvenience. Additional improvements include an updated RWR and database, restored KB automatic mode, major fixes to the RUTA display, and refinements to instruments, cartridge and WP management and more. In all, this update delivers a wide range of fixes and quality-of-life enhancements. Please see the full Viggen changelog below and we can't wait to hear your feedback. We hope you enjoy! Stay tuned for the launch of the Intruder and early Kitty as we wrap up the summer's work. Your Heatblur Team DCS: AJS-37 Viggen by Heatblur Simulations NEW and overhauled Electric System NEW warnings and failures Electrics Hydraulics Autopilot AFK Reverser Changes to the RWR Updated database to be closer to the F-4’s Fixed radar carrier freq. not being set (ELINT file now has the emitter band set correctly) KB’s automatic mode works again. Added full fidelity MiG-29 to RWR library Added logic for the breakers ADI aligns to magnetic heading (+ deviation correction set) on the ground and if the fast erect button is pressed. Calibrated to true heading on rotation (based on stored runway heading) Added warning flag logic to air speed indicator and altimeter (LDOK) Cartridge loading now requires being on the ground and in BER Airbrake will slowly close from the airflow if hydraulic pressure is lost in Syst. 1 RAT failure when extended happens at much lower air speeds (>700 km/h) Added AC-DC rectifier failure Implemented a fix for “rough search” on reciprocal runways Fixed the “BANA line” hiding Fixed RR/ANF “cross” on CI stuck on screen Temperature measuring logic has been improved Flood lighting is now on during cold starts Implemented a random start position for the ADI Fixed kneeboard WP names Backup heading now shows raw magnetic heading, without declination correction Fixed HUD/ADI commands being stuck to U point Added logic to unselect U point (Safety unsafe or ANF selected) U point can now be reselected after having been overflown Timeline and compass now shows in LowNav mode when <40s from U WP Fixed RB-24 and RB-74 (Sidewinders) not locking anymore Setting rb15 ToT now only requires pressing BX button (without needing to press 8 as well) Updated rb15 ToT calculations FÄLLDLAST now illuminates on light test Added variable indicator light brightness Added instrument backup lighting Added instrument fault indications Distance Fuel Speed Altimeter ADI Pitch trim Corrected RUTA display Circle now shows R point location – it moves between them on “WP change” when drawn Line now alternates pointing toward previous and next RUTA WP Only draws R points that are “in order” (ie. with R1,2,3,4 all 4 are shown, but with R1,2,3,5 only 1 to 3 are) Changes to “Destination presentation” when a R WP is selected AoA indicator shows aircraft pitch on the ground Changed yaw Trim switch hint from “Emergency Yaw Trim” to “Yaw Trim” Updated the manual8 points
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Hello, As mentioned before in other threads and on YouTube, *language* options should be independent from *units* in my opinion. With Avionics Language set to Native, Units set to Metric and cockpit in the special options set to English, gauges are calibrated in feet and knots instead of metres and kilometres per hour. We've had comments from ED staff that there is a way to have metric units in the English cockpit (such as it currently is in for example Mi-24 and Mi-8), but if Native Avionics, Metric Units and English cockpit doesn't do the trick, I'm at a loss as to what does...6 points
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The unit option in the gameplay options should not influence the units on cockpit instruments as well. This belongs in the special tab for each module, not in the general gameplay settings. I don't want to switch to metric every time I step into a russian cockpit and then back to imperial when I'm flying a western aircraft.6 points
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I dont know about potential "new" customers, but for me as an established customer, its also discouraging..... i can spend my money elsewhere. You buy a half done car, that finally gets a 4th wheel in the next 4 5 6 years? Windshield? Unneccessary.. it can drive. I hope you catch my drift.5 points
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Hello, there is a number of discussions on the subject. As a wish, subject to others suggestion: - cockpit language , avionics language and displayed unit shall be possible to select separately (ie any combination) - these choices should be available at the aircraft options level, superseding if need be the choices made for the full game (units). Obviously, some of it is already available. And it should be implemented the same way for all the aircraft (eg the Voggen seems to behave differently than the Mig) Does not seem to be so complex to modifiy the aircarft options menu this way, but, one never knows5 points
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У МиГ-29 диапазон перемещения РУД в области форсажных режимов несколько больше, чем у других самолетов. Для того, чтобы физические форсажные детенты на девайсах совпадали с тем, что есть в кабине новой птички, применил подстройку кривых в режиме "слайдер". Подошли те же, что и в ГС. Смысл в том, чтобы форсаж включался именно при прохождении детентов/ступенек/защелок на наших устройствах и границу включения форсажа можно было ощущать рукой. Поля вх и вых на скрине отобразились нулевыми почему-то, не обращайте внимания. Может, кому пригодится. Не точь-в-точь такие же, а в качестве принципа, конечно. Выдерживание скорости на дофорсажных режимах получается поточнее - это бонусом. У Фантома, кстати, согласование форсажных детентов делается в особых настройках модуля. А у софта VKB предусмотрен собственный удобный инструмент для этого. Пример выше более "народный" для любых РУД с проходными детентами.5 points
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В англоязычной части форума самолёт принят горячо положительно. Пишут FFB управление работает сразу как надо. Кстати, анимация тормозного парашюта выглядит весьма неплохо и свежо. Может, немного не хватает мелких колебаний и деталей анимации при отцепке только если. Но круто в целом. Игровой возврат триммеров в центр достаточно плавный. Работа амортизаторов шасси тоже вопросов не вызывает. Один раз не загорелась индикация выпущенного положения носовой стойки. Не понял, что это было, при посадке не сложилась))) Колебания автопилота по крену на скорости 600+ описаны в патч-ноуте, будем ждать правок.5 points
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Indeed. It may be “working as intended”, but it definitely isn’t “correct as is”.5 points
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This shouldn't be marked as correct as is imho. It should be dependant on the special options tab for the module or dependent on setting the avionics language to native, not dependant on whether my units is set to metric or imperial. Switching the setting every time dependant on the module you want to fly is not a good solution5 points
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5 points
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5 points
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Hi all, I have only tested the MIG-29A for 2 hours (the module has only been released for like 4 hours ) so this is my first impressions! But I am VERY impressed with the MIG-29A! Why am I so impressed? Am I here to create hype? No I am impressed because this is a very very good module and let me tell you why! The PC performence is amazing. The cockpit and body of the aircraft is 3D-modeled and textured to the most modern and highest standards, and still the PC performence is super good! I run a RTX 3080 with 32 GB of ram, I always play in VR (and so I did during my first impressions testing) and FPS / Framerate was ROCK SOLID 72 FPS (and with ALL my modules in DCS my BEST FPS is 72). This means the MIG-29A has as good PC performence as older modules like the F-18 but with with higher cockpit detail then F-18, nicely done Eagle Dynamics! The flight module is very FUN. It is like a mix between the F-16 and the F-18, it is very repsonsive but not twitchy or nervous at all! The engine sounds are very good aswell. You can hear all the rpms from the turbines, from the bottom and all the way up, and the sound very powerful! The only thing I am missing is more training missions, but being a pre-release module I know they will come in time. If I can sumup my first impression in one single word it would be: FUN. This bird gets a smile on your face for sure4 points
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Flaps needs to be in OFF position, have you checked this? Enviado desde mi RMX5011 mediante Tapatalk4 points
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The description of the feature in the changelog implies that the HOTAS command should switch to AG Gun Strafe mode. This is described in the DCS F-16C Early Access manual on page 471. Whenever you are in Gun Strafe mode it is also displayed on the SMS. Just because a gun reticle is shown on the HUD, doesn't mean you are properly in Gun Strafe mode. The SMS page should display the relevant information for Gun Strafe mode. Such as the gun status, rounds remaining, in-range cue distance setting. Currently with the HOTAS command there is no way to verify these or change the setting. This is also page 471 and onward in the DCS F-16C Early Access manual. Imagine you select Gun Strafe through the SMS OSB 1. You now suddenly need to quickly select your underwing air to ground stores and configure them. You use the handy HOTAS function. Except this doesn't help because to cancel out of Gun Strafe mode, you first need to press OSB 1 on the SMS anyway.4 points
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Here is a video of its cold start, following the Natops checklists as much as possible: It corresponds to the upcoming version 1.2, but should apply to older releases (minus the radio contact with the carrier).4 points
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4 points
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4 points
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It's more than disappointing that there has been no development of the CH-47 for months. More and more modules are coming onto the market, but none are truly finished. The helicopters are still very neglected, as seen in the Gazelle or Kiowa. We end users are spending money on modules that neither function properly nor are even remotely operational. It's no longer fun!4 points
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Yes, change the units in the gameplay settings to metric. Imho this needs to be changed asap. Binding it to the native avionics option or putting it in the special options tab as a separate option are acceptable solutions to me. The units set in general gameplay options shouldn't effect cockpit instruments of individual modules.4 points
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Thanks a ton ED for 3 absolutely phenomenal additions in this update (Mig-29/PRMG & RSBN Units/R-27 Updates), these are all obviously major steps forward for DCS! If you guys still have the steam to cook-up a few more desperately needed units an ILS, TACAN, ICLS set of vehicles would be fantastic additions as well (especially for the Hornet/Tomcat which obviously can't use an ILS anyway)! Adding an FCLP Box with a land based IFOLS system would be the absolute cherry on top!4 points
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Всё, пойду смотреть дальше. 17 сентября 2025 года - мечты сбываются. Побрился заранее, чтоб борода не отросла за компом4 points
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Трудно сказать, поменяли ли что-то на ГС версии, но летают они (ГС и новинка) сейчас по разному и посадка на новом проще (устойчивее по тангажу). Вообще приятный получился! Я так понимаю, выход МиГа в ранний доступ подтянул доработки самого сима. Например, огромные зеркала 29-го, настройка которых теперь позволяет получить супер-четкое изображение не только на МиГ-29. Текстуры Кавказа обновленные бросаются в глаза, качество их, даже покрытие ИВПП. Огромная работа, низкий поклон разработчикам!4 points
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4 points
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Тэээкс начнём, раз уж я навигационщик, в том числе на данном типе самолётов, с навигации и начнём. 1) без гидравлики не проходит контроль САУ. А должен, это делает техник на предполётной подготовки. Должны работать триммера, включена навигация и одна из ИКВ. 2) на СЕИ (ИЛС и ИПВ) нет силуэта самолётика. Он появился только после перевода навигации в работу. А должен сразу как появилось изображение на СЕИ, при условии включённой ИКВ, если сначала была включена навигация, без ИКВ то самолётика не будет, а как только включатся ИКВ (хотя бы одна) появится самолётик. 3) Не знаю может баг, у меня осталась гореть кнопка ВК\ОБНУЛЕНИЕ, после её нажатия. Так не должно быть. 4) При тумблере ППМ\АЭР в положение АЭР, если нажать вк обнуление, то дальность на ПНП станет ноль и выбранный аэродром станет точкой отсчёта всего маршрута. Какая бы дальность не была на ПНП она обнулится. Если тумблер в положение ППМ, то при обнуление будет выбран первый аэродром как точка отсчёта. 5) Ввод курса и обнуление работает только если нажать одновременно согласование м.курса и вк обнуление. В реальности вк обнуление работает самостоятельно и прописывает текущий курс в цвм. согласование одновременно нажимается для быстрого согласования магнитного канала (без нажатия всегда идёт медленное согласование, т.е. гиромагнитный курс подтягивается к магнитному (с датчика ИД-6) примерно 3 градуса в минуту, при нажатие кнопки происходит быстрое согласование, почти мгновенное.) 6) у табло нейтрали триммеров чуть большая зона в которой они горят, её проще поймать. 7) шрифт табло не соответствует реальному. Дык он ещё и на всех табло разный. 8 ) откуда взяли такую картинку теста индикации СЕИ ? В реальности там квадрат и 5 крестов (4 по лево право верх низ, снаружи квадрата и один внутри квадрата) Пока всё что запомнил. В целом прикольный самолёт. По поводу размера индикации на ИЛС, похоже был не прав, смотрится вполне правдоподобно. А пламя в моторе во время запуска будет ?4 points
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Agreed. Superb new textures for the airfields! (Mount Pleasant) It was all blurry before. Lack of time to fly but positive first impressions for the textures.4 points
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First week patch updates: The animations for the cannon trigger and the missile trigger to be swapped. Lock indication is not resetting after lock break. But logic is working correctly and radar stops locking. Air intake louvers animation corrections. Provide lower resolution textures cockpit option CHAFF/FLARE sequence corrections. When repairing after a wheels up landing, the repair completes, but the landing gear is not lowered, so after repair you are dropped back on your belly, negating the repair. IFF issues for clients connected to the mission hosted on a dedicated server. Single Player or Self-hosted servers do not have this issue. Controls Indicator overlay (RCTRL+ENTER) missing 3D model damage WIP (first iteration) Additional English HUD/HDD version (fictional for convenience) Known issues to be patched: Autopilot-induced oscillations, mostly visual on stick, no effect on flight path below 600 KpH Landing/taxi lights issues - the light from penetrates into the model. Brake chute is not visible for other clients in multiplayer, physics working correctly When using FCR, missile launch is not blocked in the absence of a LA signal on the HUD/HDD. Ejection sequence and animation improvements. Cannon muzzle flash improvement Ejected cartridge animation The logic of the CAJ (Compensation Active Jammer) switch is not implemented when working with jamming. Imperial units cockpit version IAS indicator animation issue with Mach number. 3D models enhancements in progress: Finalization of the main texture, wear and tear. Technical inscriptions and stencils. Main landing gear bay high detail. Detailing of the air brake and the drag chute container. Main technical hatches and equipment bays. Detailing of the IRST. Detailing of the Flare/Chaff dispenser. Ejection seat details. 3D model damage improvements Additional LODs for 3D model FLIR texture. Additional liveries of countries that were operating MiG-29A. Livery template. (planned for October) Improved weapons pylons. Dynamic reflections on the canopy. Improved pilot model.4 points
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The latest update of the map is really impressive , the map seems really different , and it have suddenly became one of the nicest terrain of the game..i expect it will continue in this way (instant missions would be great , and maybe more detailled water) . It was unexpected for me , and i didn't use the map since 2 years , but with this nice update i just want to spend time just flying over this landscape and chill ! Thank you and please continue your exellent works on the map !3 points
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Hello, when I look on YouTube, I often see people flying low and relatively slow firing R-27 no more then 25 km. And yeah, it’s hard becuase MiG-29 has low fuel and no one told us how to properly climb and accelerate with it to get to max altitude and speed. Well, here is the way to get as high and fast as possible, using the least fuel you possibly can, and throw that R-27 as far as it can go and still get home! I also talk about highest performance speeds for several things as these are important building blocks to make our most efficient climb, and how to get home with the least fuel. Really hope it helps, it’ll make it easy peasy to get Mach 1.7+ at 18 km altitude and become the juggernaut blufor fears!!!3 points
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There will be no forum section for an AI asset. Only when they start developing the FF version, which is still a long time away.3 points
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3 points
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3 points
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Hi, For me, the Mig-29A is the new standard in DCS. I'm completely blown away by this module. ED, you've done a fantastic job! The only thing that still bothers me is the EA manual. Why, for example, is there nothing here about DTC? I really hope there will be an alignment with the F-16C/AH-64D manuals soon (and we don't have to wait so long like we did with the Hind). These two manuals should become the standard for future manuals in DCS. My opinion. And please publish a roadmap for the Mig-29A as well. ED, you've managed to make a grown man look forward to a new toy like a little kid again!3 points
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I can only re-iterate what others before me have said, and that is that its a fantastic module and release. I can't fault it at all, its a very fun module, handles well, fly's well and overall just feels really well polished in the cockpit experience from day one. Now this might be just be me..... but by sheer accident I have just realised if you click and hold on the mirror there adjustable!!! Now it might be that other jets with mirrors are also adjustable but I never noticed it and in the new MIG 29 its an awesome little quality of life. The only tiny thing for me which is bugging me personally and its probably a true to life thing / lack of understanding thing. But on start-up when you initiate navigation prep, is there anyway to see the progress, or that its currently happening. I've twice managed to start a jet and despite following the manual as best I can.... after 10 mins the little green quick prepare light hasn't kicked in. I'm sure its me, but the current manual doesn't give enough detail on what steps I took to mess this process up and what to do if I did screw up the prep. But other than the normal issue between the keyboard and chair this module has been an utter blast. This has after a few hours of play become my favourite module in my collection3 points
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3 points
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Thats what im pointing at same goes for when i play online i wont be able to enable it while its should be a pilots choice like the IR Exhaust modules on the Mi24.... We had to wait ages for that option to be added to the groundcrew radio commands.......3 points
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This used to only affect the mission editor and F10 map. This change is a huge step in the wrong direction, since as MickV said, it doesn’t work the other way around which feels really weird.3 points
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This really should be a global feature in dcs input system instead of the need to reinvent the wheel for each addon. I usually add curves to axis to match my detents, but it's not ideal.3 points
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Love that you guys are still working on this, its a wonderful module. Thank you! Also a user request (prayer?) - your other modules come with some bundled campaigns and mini-campaigns. Here's begging for a Heatblur Kola map campaign for the beloved Viggen!3 points
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Fantastic work @Flappie - thank you very much! While a very late reply, I felt it was overdue to say it. I forwarded your request to the team.3 points
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Thanks that you have interests to my works. I want to adjust each windows and doors' Height X Width sizes in the texture , also move their positions Front/Rear or Up/Down for better fitting to airlines' photos. Any handle cut lines and caution labels have to redraw. Panel lines / weathering layers are also to be retouch. I need more than 1 year for those complex tasks and I was tired to continue once. I'll retry DC-10 again , but I cannot promise until when about publishing.3 points
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Sometimes release windows are small, we wanted to get the Mig-29A out in September as we had planned to, and also give an opportunity for steam users to get the pre-order discount which we did. We have listed the known issues to keep everyone informed, and also noted we have some more patches coming very soon with more additions and tweaks. Feedback has been overwhelmingly positive so far, which is great to hear, overall it has been a great early access launch for us today and I do hope you enjoy your flights. best regards bignewy3 points
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This is the forum for the full fidelity Mig-29A just released and not for the FC version. The forum you need is below. MiG-29 for DCS World - ED Forums Regards, John3 points
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Yes, I can only agree. I've just had my first flight in the 29 and I have to say that I'm absolutely thrilled. She feels fantastic, sounds absolutely great and looking at the systems, I think that quite a lot of stuff it is already there. This is actually amazing. And think of it, all of this in an Early Access release. Let me put it this way...you lovely people at ED can pat yourselves on the back tonight. Not only is the module absolutely brilliant, the team that worked on it has delivered. Hats off to them. By the way, I've also immediately ordered the NS430 to go with it. If you're going to have the MiG, then you'll have to have everything available, right? Right. So yes, what can I say, it's great that this is finally another successful release. Great work, guys.3 points
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