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Showing content with the highest reputation on 10/23/25 in all areas

  1. you should not assume that it will be an entire normal patch cycle between now and release...
    9 points
  2. just ignore them...
    7 points
  3. Patch notes 22nd October 2025 DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: Bingo Fuel warning on CPG load-in. Fixed: MMS disturbance effect removed. RWR flickering excessively. Fixed: Hellfire missiles should show codes in STBY. Fixed: CTD when using certain entries in the FIRE MSNS HOG menu. Fixed: When inputting a new frequency it will auto change the freq if it out of range instead of giving an error message. Fixed: Unable to enter FM frequency within the COMMS page. DCS: SA-342 Gazelle by Polychop Simulations Fixed: CTD when leaving the cockpit.
    7 points
  4. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.21.16362/ NEW: Added F-14A-135-GR (Early) variant DCS Core AI (Ground, Air, Sea) AI aircraft. F-16 won't attack head-on targets with missiles in certain cases - fixed. AI aircraft. Dangerous approaches during refueling have been adjusted. AI aircraft. Corrected moving on runway and taxing in some cases. AI aircraft. AV-8B. Fixed nozzles short landing configuration used when conventional landing speed is too high, Power Break Nozzles used, overhead pattern landing added for Harriers. AI aircraft. Tu-160 is not performing air refueling - fixed. AI aircraft. F4U AI sometimes descends to 500 feet before climbing and continuing its mission - fixed. AI aircraft. New tasks added for helicopters: ‘External Cargo Load' and 'External Cargo Unload'. Old task 'Cargo Transportation (External) is removed, and the possibility to add in the mission editor has been hidden for new missions while compatibility with old missions has been retained. ‘External Cargo Load' makes HAI hook up cargo as it was in old task, but after hooking, HAI will continue its route set by the missionmaker so that it is the missionmaker’s responsibility to now limit altitudes and airspeed for such cargo delivery. ‘External Cargo Unload' is an advanced waypoint action with trigger or script. It will make HAI fly towards the cargo drop zone and unhook cargo there (if HAI have any) after calling the task. Some tuning was added to HAI control when it carries external cargo that includes yaw velocity and max AoB limitations when cargo weight is more than 10% of helicopter gross weight. It will reduce arrival and landing speed (40m/s, 77knots, 144 km/h max). (AI flies way too fast with sling load - Aircraft AI Bugs (Non-Combined Arms) - ED Forums) Dedicated Server Dedicated Server. Server CTD when client disconnects while in a ground vehicle - fixed (Server Crashes When Leaving Server While Controlling a CA Vehicle as Game Master - Game Crash - ED Forums) Dedicated server webGUI restart button causing server to start with the first mission in the list -fixed (it should launch the last mission played instead) (WebGUI Restart Server Bug - Multiplayer Bugs - ED Forums) Weapons Additional post penetration checks added for GBU-31.(https://forum.dcs.world/topic/378982-jdam-settings/) Note: for the case in forum report 180s is not a suitable setting for this kind of target. It should be set to a shorter one. R-27 missiles. Improved network sync of trajectory. Improved network sync of explosions for Air-To-Air and SAM missiles. BetAB-500 and BetAB-500ShP. Fixed excessive splash damage being dealt when these bombs exploded on runways or concrete objects/surfaces. User Interface Adjusted colouring and grouping design for the debriefing screen. Coalition join screen bug for cases when players could see units on map while choosing coalition or role, even when “Map only” is chosen for map option in mission - fixed. Dynamic spawn slots interface. Client gets a connection block after several attempts to occupy the slot. Dynamic spawn slots interface. When the main aircraft pilot in multicrew leaves the current slot, other crew members are not automatically removed from the aircraft slots - fixed. Mission Editor Added new options for warehouse resource manager interface "COPY TO" functionality Added ability to add subtitles to Radio Transmission Trigger Action. Graphics / Effects Explosive/smoke effects displayed in MFD in the cockpit have artifacts (black textures) - fixed. 3D Models Added new USSR/RF civilian trucks with various liveries: GAZ-66, KamAZ 43101, URAL 4320 (refueler ATZ-5, flatbed version and canopy version), ZIL-131 tractor unit. In the list of units they will be displayed with the mark "civil". Added new liveries for technical LC series. Features Multiplayer dynamic aircraft slots. Aircraft (usually larger aircraft) spawning in open shelter parking that are too small to contain the aircraft in question - fixed. Dynamically spawned FARPs via script/API do not appear in dynamic slots interface - fixed. Added coalition change block: this functionality allows server admins to prevent players changing coalition at any time. If Block is activated then only initial coalition choice is allowed for the player and player won't be able to change it until time specified by mission designer passes. “Release slot” action is not correctly working in track replay - fixed. Launcher Fixed. Position of checkboxes on the Files > Available page. Fixed. Error when trying to open FC2024 bundle. Fixed. Links to products’ pages in the news. Currenthill Asset Pack Fixed liveries for the T-90A, Mi-28N and T-95MS. Fixed the list of available payloads in ME for the Mi-28N and Tu-95MS. DCS: MiG-29A Fulcrum by Eagle Dynamics AFCS : Improved: Autopilot-induced oscillations. (work in progress). FCR: Fixed: Cooperation mode track range bug. Fixed: Random STT break. Fixed: Azimuth zone switch and delta H knob do not affect close combat mode anymore. Fixed: Lost track in CC mode if COOP is on. IRST: Fixed: Gun trigger guard for NAV mode. Fixed: Radar acquisition (COOP mode) in OPT and HELMET modes. Fixed: Missile acquisition in OPT and HELMET modes. Fixed: Tone and voice message in Boresight (BS) and Grid. Fixed: IRST Close Combat (CC) and FCR CC formats. Fixed: Wrong segmented HMD indication. Weapons: Added Training mode for bomb, rocket and gun (can choose in DTС (see the description in the game manual). Fixed: Missile launch in BS mode. Fixed: Missile emergency launch is restricted on ground. Fixed: NOLA indication freezed. Fixed: KMGU unloading. Fixed: Corrected self altitude based on the laser range. SPO-15: Fixed: Database update: changed condition for CW illumination for F-4 to illuminate for all AIM-7 variants. Fixed: wrong elevation volume when a submode changes bar pattern, was causing extremely faint signals in those cases from AI radars in search mode. Adjusted formatting for occlusion remarks in kneeboard. Fixed: Damaged engines continue to spin at 80% RPM. Fixed: Test HUD color. Fixed: APU power mode (hydro source instead of apu cold crank). Fixed: Startup mode switch logic. AFCS BIT can't complete when using FFB (stick pos checking disengaged in FFB case). Editing the oxygen panel switches. Fixed: HUD/HDD start up. (The HUD/HDD display should appear approximately 54 seconds after turning on NAVIGATION after a cold start. (Ground power must be present.) If none of the GYRO Man, GYRO STBY, or NAV controls are enabled, the page is displayed without the airplane, pitch and bank scales, horizon line). Fixed: Damaged INS continue to steer HUD/HDD directional ring to true north. Added sound when scrolling messages on the AEKRAN, and slightly adjusted the message format. Fixed: Missing max G-load on the AOA/G meter. Fixed: Display export needed the correct aspect. Fixed: Added Shaking the rubber band over the HDD. Fixed: Left (red) nav light stays on when the corresponding wing is cropped. Fixed: AI and static units have wrong configuration of exhaust nozzles when cold. Fixed: VR. Helmet is not drawn correctly when the "Force IPD Distance" parameter is changed. Command "Gun Trigger - toggle(FIRST DETENT/RELEASE)" has been added with categories 'Stick', 'HOTAS', 'Special'. Fixed: The angle of attack measurement range on the AOA/G meter. Fixed: Logbook not recording time in MiG-29A. Fixed: PRMG channel is set to 54 at mission start. DCS: F-16C Viper by Eagle Dynamics Added first-person view Visor effect. New units added to the NCTR database MIDS name table updated. Fixed: Significant lag in frame rate and game stutter when ATP XR entered/exited. Fixed: Point track drifts off target after switching to non-tracking camera. Fixed: HOTAS Strafe command (UNCAGE >1 sec) does not change SMS format to STRF. Fixed: VR. Helmet is not drawn correctly when the "Force IPD Distance" parameter is changed. Fixed: ATP A-A TGP moves off track erratically at start of tracking. Fixed: MFD format selection issues. DCS: F/A-18C Hornet by Eagle Dynamics Added first-person view Visor effect. Fixed: JDAM/JSOW: QTY reset if another weapon is selected. Fixed: VR. Helmet is not drawn correctly when the "Force IPD Distance" parameter is changed. Fixed: RWR Friendly "NO ID" option not working in SA page. DCS: AH-64D by Eagle Dynamics Added "Multifunctional Input (Center)" to AH-64D CPG Controls. Renamed the "Consent To Fire" command in AH-64D Pilot Controls to "Multifunctional Input (Center)" to more accurately describe AI CPG functions added to this command in the DCS update on July 23. Added AI Subtitles checkbox in AH-64D Special tab options to selectively disable George subtitles during gameplay. NOTE: If DCS subtitles are disabled entirely in the Misc tab options, the AI Subtitles option in the Special tab will be overridden and the George AI subtitles will also be disabled. Fixed: George speech volume adheres to the intercom volume as set by MASTER knob on the COMM panel. Rotating the MASTER knob fully left (counter-clockwise) will mute George and disable his subtitles. Improved AI Pilot user interface. Added AI Helper Interface for viewing available AI Pilot commands. Renamed CMWS mode to DEFN (Defense) and is only accessible with long press (>0.5s) of the George AI - Show/Hide command to improve workflow between FLT, H-B, and CMBT. Improved AI Pilot logic Added new speed settings. Added Multifunctional Input command for toggling between using ground speed (GS) or true airspeed (TAS) as assigned speed reference. 0 knots (hover) can only be set to GS. Added more speed options for realistic maneuvers, tactics, or time-on-target arrivals. Speed options now include 0, 20, 40, 60, 75, 90, 100, 110, 120, and MAX. Added new altitude settings. Added Multifunctional Input command for toggling between using radar altimeter or barometric altimeter as assigned altitude reference. Improved switching logic between altitude references when operating over terrain with high elevations. Added: GND (Ground) interface mode. Includes commands for start-up and shutdown procedures, to include intermediate stages of readiness. Added: Exterior lighting settings in DEFN mode. Includes multiple exterior lighting configurations, including black out for combat conditions. Fixed: TSD PAN to POINT> does not work if no points are visible on TSD. Fixed: Some MPD button states do not affect other MPD on the BAM page. Fixed: RF missile target data erroneously retained when sight is changed. Known Issue: Switching George AI Pilot’s altitude reference between radar and barometric when hovering at an altitude of 20 feet or less over the surface can cause a conversion error that will force George to land and may not be able to switch back to radar altitude. This has been fixed internally. DCS: Mi-24P Hind by Eagle Dynamics Tuned Petrovich AI target search algorithm for the cases when targets are located within the clutter of many different objects. (Petrovich cannot see units that are in plain view - Bugs and Problems - ED Forums) (Line of sight bug in syria - Bugs and Problems - ED Forums) Petrovich AI can’t hit amphibious vehicles with ATGM while they are in the water - fixed (can not hit amphibious vehicles in the water with missile - Bugs and Problems - ED Forums) DCS: Data Transfer Cartridge (DTC) by Eagle Dynamics Added F-16 and F/A-18 Reprogramming RWR threat tables: F-16 RWR reprogrammed on RWR tab within “Threat Tables (ELINT)” DTC partition. Reorder threat priorities for HIGH ALT and LOW ALT threat tables. Select which radar types are programmed within the RWR database and assign radar types to only be displayed when enabling SEARCH or UNKNOWN buttons. F/A-18 RWR reprogrammed on DIS TYPE tab within “Threat Tables/Countermeasures (ALR-67)” DTC partition. Reorder threat priorities for NORM, AI, AAA, UNK, and FRND threat tables. Select which radar types are programmed within the RWR database, designate radar types as FRIEND, and assign ASPJ to only jam specific radar types. Delete SPO-15 threat program choosing from DTC. Fixed: Airfield RW direction is always zero if there are L/R RW types. Fixed: GUI Error when trying to change runway in Airdromes tab in some cases. Fixed: GUI Error when Import\Load DTC after using Route Point Arrows. Fixed: MiG-29A Data from Program 1 tab is displayed in Program2 tab in some cases. Auto choosing aircraft type (If there is aircraft with skill "player", need to choose this type automatically on "New" window). MiG-29A: Added airdromes sorting in the drop-down menu. Fixed: Keystrokes during exporting DTC file picked up in cockpit. DCS: CH-47F by Eagle Dynamics Fixed. Incorrect input via scratchpad on the REF SELECT page. Fixed. Can’t change VOR/ILS frequency via Presets page. Fixed. Back ramp visibility when the machinegun is installed. Fixed. LEFT_MFCS viewport not visible. Added. Unique cockpit noises for VOIP background. Improved. Controls indicator now has information: stick trim pedals trim throttles ground detent DCS: NS430 by Eagle Dynamics Fixed. It is impossible to turn off the 3D model in the MiG-29A cockpit. Fixed. The last page stays visible after powered off the device. DCS: F-4E Phantom II by Heatblur Simulations NEW: Added the DCS F-4E Phantom II Guide by Chuck Owl to Docs (Mods/aircraft/F-4E/Doc) and to the Virtual Browser. NEW: Added Electronic Flight Bag (EFB), providing insight into various aircraft systems. Access via RCTRL+I or the clickable document holder on the pilot’s left sidewall. (WIP) Fuel System page. Electric System page. Engine page. Mission Editor option: “Allow use of EFB”. NEW: Added Persistent Aircraft system: allows saving and loading the same aircraft—including its properties, wear, tear, and condition—across missions or campaigns. The aircraft state is automatically saved when successfully left on the ground. Enabled via either the Mission Editor or Special Option. If enabled through Special Option, press the “Initialize Persistent Aircraft State” keybind in-game to initialize aircraft state saving (LCTRL+P). Aircraft is tracked by its livery and tail number. Optionally, a Persistent Aircraft Key can be set in the Mission Editor to enforce specific airframe continuity across missions (useful for campaign builders). Mission Editor persistence settings override user Special Options. NEW: Added QF-4E aerial target drone AI unit with dedicated livery. NEW: Added (partial) Display/Screen Export (see manual for details). Systems: Wear and Quality improvements: Flight instruments now exhibit degraded behavior when of low quality or worn (e.g. reduced accuracy, sluggish needle response, increased friction). Implemented random failures based on each component’s Mean Time Between Failure (MTBF) and current aircraft condition. Aircraft wear now negatively affects aerodynamic and engine performance. Systems: Fixed pilot glareshield bending in the wrong direction while rolling. Systems: Adjusted cockpit pressure regulator efficiency. Systems: Corrected power sources for Landing, Anti-Collision, and Fuselage lights. Systems: Added Combat Tree (AN/APX-80A IFF Interrogator System). Added “Combat-Tree Spoofable” Mission Editor option. (NEW) Weapons: TV-guided weapons improvements Weapons: Fixed broken seeker on CATM (training Sidewinder). Weapons: Fixed CAGE+TV and CAGE+ARM preventing A/A weapons use. Weapons: Added Zuni Rockets (by DSPlayer). (NEW) Weapons: Fixed missing appearance options for AIM-9 (by DSPlayer). Multicrew: Fixed WSO throttle animation sync. Kneeboard: Improvements to Turnpoints page Sound: Fixed conflicting speedbrake sound bug. RWR: Added handoff diamond manual switching. RWR: Updated database (also including units from Currenthill). RWR: Updated handoff sounds. RWR: Added RWR utility site to Virtual Browser (by DSPlayer). JESTER: Added the “Jester UI Animation Speed” Special Option. (NEW) JESTER: Fixed “lost cabin pressure” call triggering too frequently. JESTER: Added an "Own Markers" subcategory to the Navigation Map Markers menu. JESTER: Jester now uses the AN/APX-80A IFF Interrogator combat tree. Added new IFF Jester menu entries. (NEW) JESTER: Improved prioritization of CMS dispensing. JESTER: Fixed countermeasures quantity readout. JESTER: Fixed Jester keeping flares off after temporarily disabling them. JESTER: Renamed “Talk With Me” to “Talk To Me” in the Jester menu. Missions: Adjusted WSO Startup lesson takeoff parameters to mitigate problems with autopilot engagement. Visual: New exterior model with Israeli refueling probe (visual only for now) and Greek AUP. Inputs: Fixed stuck navigation computer rollers. Inputs: Added pilot throttle outboard animation in afterburner range. Inputs: Fixed 3-position knobs remaining operable when damaged. Inputs: Default chaff burst interval set to 0.4 s. Inputs: Fixed Altimeter Mode and APX-80 Test/Challenge switch clickable and animation being reversed (for mission makers). Localization: Updated CN bind localization. DCS: F-14 Tomcat by Heatblur Simulations NEW: Added F-14A-135-GR (Early) variant NEW: Added raw radar audio to AN/ALQ-100/126 ECM Inputs: Added "Pre-Contact" and "Intent To Refuel" keybinds Inputs: Fixed some functions not being bindable to mouse RWR: Updated threats library Updated the manual DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: Bingo Fuel warning on CPG load-in. Fixed: MMS disturbance effect removed. RWR flickering excessively. Fixed: Hellfire missiles should show codes in STBY. Fixed: CTD when using certain entries in the FIRE MSNS HOG menu. Fixed: When inputting a new frequency it will auto change the freq if it out of range instead of giving an error message. Fixed: Unable to enter FM frequency within the COMMS page. DCS: SA-342 Gazelle by Polychop Simulations Fixed: CTD when leaving the cockpit. DCS: Black Shark by Eagle Dynamics Fixed FPS drop when a Vikhr missile appears on Shkval display (https://forum.dcs.world/topic/321754-shkval-continues-to-make-fps-go-alot-lower-both-stmt/) DCS: Flaming Cliffs 2024 by Eagle Dynamics MiG-29. Autopilot-induced oscillations fixed DCS: Normandy 2.0 Map by Ugra Media A new winter season has been added. New airfields have been added New hangars have been added at Orly, Creil, Ford, Hawkinge, and West Malling airfields. New ATC towers have been added to Tangmere and West Malling airfields. An officer's canteen and an operating room have been added to Kenley Airfield. Kenley, Ford, and High Halden airfields have been changed - the airfield territory has been updated, new facilities and caponiers have been added. The old Headcorn airfield has been renamed Lashenden. Fixed taxiways at The size of parking lots at Biggin Hill, High Halden, Ford, Chailey, Conches, Needs Oar Point, Lympne, Kenley, Tangmer, West Malling, Saint-Omer Wizernes, Orly airfields have been increased. The capital hangars at Bazenville, Brucheville, Cardonville, Longues-sur-Mer, Sainte-Laurent-sur-Mer, Saint Pierre du Mont, Sommervieu airfields have been removed. New unique venues have been added 50 new scenes of German radars have been added. The islands of Jersey, Guernsey and Oderni have been added. 12 generic stadiums have been added in London, Paris, Dunkirk, Amiens, Calais, Le Havre, Lens. Added tram lines in London. Damaged buildings and structures have been added in London, Paris, Cherbourg, Caen, Le Havre, Rouen, Calais, Amiens. The terrain has been fixed and a forest has been added on the coast between Folkestone and Dover. Fixed the bridge on the north side of Ile Saint-Germain. The topography of the river north of Stony Cross has been fixed. Fixed a wall located on the road in London. Fixed a wall in Buckingham Palace. Fixed assets with incorrect transformation axis; now scene objects will be displayed correctly in some places. Fixed a tiling forest. The historically incorrect artificial reservoir Beulah Water has been removed. The grass on the concrete firing points has been removed. Surface texture resolution has been increased. DCS: Kola map by Orbx New content Updated runway number markings on Poduzhemye, Kalevala and Koshka Yavr Airfield Trees blocking taxiways at Koshka Yavr Airbase removed. Removed trees south of the runway at Kalevala. Fixed issue with planes getting stuck while turning at Kaleveala. Reduced parking slot size of I01 at Monchegorsk Airport. Removed trees blocking taxiway at parking slot C17 at Andoya. Adjusted vector data in the eastern side of Russia. Campaigns DCS: A-10C II Outpost Campaign by Stone Sky Mission 2: Removed ads for the previous Outpost AH-64D campaign. All missions. Fixed radio spam from AI Aircrafts. DCS: AH-64D Outpost Campaign by Stone Sky Mission 1: The player appeared at spot 17 instead of spot 1. Fixed. DCS: F/A-18C Operation Green Line Campaign by Badger 633 Mission 4: Wing AI crashing into ground fixed. DCS: F/A-18C: The Rampagers Campaign by Baltic Dragon Minor edits to briefings, kneeboards and dialogue Mission 15 updated to reduce risk of fratricide on friendly troops in contact Mission 16 scoring updated Missions 1, 3, 11, 12 and 14 updated GBU fuzes for player and wingmen DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations All missions: Flight lead flight behavior smoothened by restricting AB use All missions: Tuning correct frequency is recognized automatically Mission 12: Better SA image for player by better AWACS coverage DCS P-51D Blue Nose Bastards of Bodney Campaign by Reflected Simulations Normandy 2 map update fixes DCS Spitfire IX The Big Show Campaign by Reflected Simulations Normandy 2 map update fixes DCS P-51D Debden Eagles Campaign by Reflected Simulations AI not dropping bombs - potential workaround Mission 3 - all scripting removed because some users get an error. Outro - AI pathfinding fixes Normandy 2 map update fixes DCS Bf-109K-4 Jagdflieger Campaign by Reflected Simulations Normandy 2 map update fixes DCS P-47D Wolfpack II Overlord Campaign by Reflected Simulations Normandy 2 map update fixes DCS Mosquito FB.VI V for Victory Campaign by Reflected Simulations Intro mission: AI pathfinding fixes DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Mission 9 - Adjusted weight of Tornadoes to help improve their performance Mission 16 - Adjusted triggers to compensate for new splash damage DCS: F-16C Dragon's Fury Campaign by SorelRo Missions F-16M13, F-16M14, F-16M15. SnapViews.lua file removed. This file overrides user-saved cockpit snapviews. DCS: UH-1H The Huey Last Show Campaign by SorelRo Mission 11. AI behaviour, trigger zones and trigger logic updated
    7 points
  5. Alright, either COOP is fully implemented, or one step away from it Helmet is now a beast. Since radar has such higher gimbal limits then IRST, you can get sensor lock up to the full off boresight range of R-73 and R-27. And then once you get that sensor lock your radar will maintain with the +/-70 degree gimbal and -45/+60 degree gimbal. Your IRST is flared or out of limits radar picks it up perfectly. They fall into +/-50 kmh gap of radar then IRST picks it up perfectly. Very nice. To clarify for those that use it: To fire Fox 1, Radar must be primary sensor. I.e, it must be the sensor displayed on the HUD (RL/RA). If Fox 1 is already in the air and HUD changes to IRST primary sensor (TP/IR on HUD), Fox 1 will guide fine. IRST can pick up radar lock easily whenever coop is on, but for Radar to pick up lost IRST lock requires A. In Radar mode and IRST has already previously picked up lost radar lock. In such a case if IRST loses lock Radar can regain it or Radar will naturally become primary sensor as soon as it can regain full lock again (such as when enemy exits notch). B. For IRST modes, Radar cannot pick up lost IRST lock if Radar is only ranging or attempting to range. You must see Radar diamond (STT) while IRST is primary sensor (TP/IR on HUD) for it to pick up lost IRST lock. Each mode is a little different: -In IRST search, it will use Radar to range until laser can pick up the target within 6.5 km at which point Radar goes STT. So until that laser ranges and Radar goes STT a lost IRST lock will not be picked up by radar. However you can prevent this by pressing lock a second time at any range to force Radar to become primary sensor and STT, also allowing you to fire fox 1. -In IRST vertical scan, it has similar logic except that Radar cannot find target until within 10 km, and will not show range during radar ranging. So requires laser to range or lock button pressed 2nd time for Radar to fully support IRST. -In IRST OPT/Helm, like vertical scan outside 10 km the radar cannot help you. But once inside 10 km it will go STT for full support. AFAIK, the only way to positively IFF is still to use radar mode for lock first, then in COOP move knob to IRST mode when you believe IRST to be in range to lock. Only then can you change radar power from Illum to dummy for coop to properly work in IRST modes after IFFing the same target.
    6 points
  6. This is awesome! https://www.reuters.com/business/aerospace-defense/ukraines-zelenskiy-visit-sweden-wednesday-defence-talks-2025-10-22/
    5 points
  7. Thanks again for this great work !!!!!
    5 points
  8. Hello, I enjoy playing Combined Arms. Unfortunately, the controls are very cumbersome. And the topography is too imprecise for ground troops. Would it be possible to develop Combined Arms as an RTS-like wargame? Just a small version with a third camera perspective and a simple interface? I know resources are limited, but I think it could enrich the game.
    4 points
  9. for me the visors in Hornet and Viper are really great.
    4 points
  10. That is a manual for a C-130-H. It bears very little resemblance to the J model, other than the wing and fuselage shape (for the short model). Some systems are carried over in part (hydraulics), but in general it would not be a helpful document for people preparing for the J model.
    4 points
  11. Hi, VR was never a feature for combined arms. The shop even says its not supported. In the future we would like to redo combined arms, maybe a combined arms 2, but I have no news to share at this time, our teams are already very busy with other projects and tasks. thank you
    4 points
  12. Right now its only the RWR and the accompanying in-cockpit changes for it. Both As are the same block and have the same engines. Unfortunately there aren't any external changes aside from the removal of the GPS dome. Weapons like the AIM-9G and H are on ED.
    4 points
  13. The English telelight panel has swapped to Russian language (all three cockpit resolutions)
    4 points
  14. Oh, what a surprise... Some people love drama, eh?
    4 points
  15. Currently they have been added to the module but not to the corresponding liveries (yet). So at the moment you have to do livery-modding to see them. Sounds more scary than it actually is. The liveries have a file called description.ext, at the bottom of it you can find an area called custom_args. In there you can essentially hardcode certain animation values for the aircraft. For the Probe you want the animation 4010 and for the AUP stuff its 4020, value 1 for both of them. So you would add something like [4010] = 1, to that file and then, when you select the livery, it will have the refueling probe enabled. (Technically you would also need to put [4010] = 0 on all other liveries, otherwise the probe sticks with you when you pick another livery afterwards - thats a DCS thing) You can also find details in our Discord where people talked extensively about this topic and even in our manual: https://f4.manuals.heatblur.se/dcs/modding/liveries.html#character-customization A list of all animations in the model can be found in the draw_args.lua file. You can view and play with them in DCS ModelViewer.
    4 points
  16. Gents, to be fair: please refer back to the post Rudel made about Acknowledging Bugs/Request List. This problem is cited on their Bug List and he did acknowledge it is a problem. He also stated that this would be addressed after they sorted the engine management problem. With that being said, it's been approx 2 months since the engine management issues were addressed. I've rarely seen a dev be pro-active with updated bug reports. For the most part, they (not just M3) follow a long period of silence until they are ready to release "good" news. If a dev provides some form of update then they believe it forms a deadline and they are held accountable for it. So they keep quiet and let the users stew in their proverbial juices. Am I happy about this silent treatment? NOPE! Does my level of frustration increase when there no updates after each patch? YUP! Does the level of frustration continue to grow when there's no mention in the forum (this thread)? A resounding YES! After reviewing M3's bug report, I can honestly say, this problem is the most commented. One would assume this issue has greater visibility, which would equate to a higher priority to resolve. All I can say is: I've recommended to my fellow squadron mates to avoid this module until key issues are fixed. Like the differential braking/feathering into the wind, and the damage model (potential tail wheel damage) at spawn-in. I refuse to fly this module until these issues are addressed. No training missions, no Corsair School (campaign), not even air starts! I'm pretty upset because being an early adopter, I expect the plane to perform adequately. I know that several of my squadron mates are disappointed but they were shocked to hear my say, "Don't waste your money now. Wait until it's fixed."
    4 points
  17. Neither another helicopter nor observation plane is in the making. But it's also a master of the sky. Thanks to TAZ56 for the EC-121 Warning Star model donation! Some early WIP screens:
    4 points
  18. Just wanted to add these screenshots for extra context behind the F-14A Early. At no point if I recall correctly did they state until now that they were completely re engineering the F-14s to work with Anvil...so I suppose that now explains why it took so long for so little apparent changes. Probably would've been better if they stated this as soon as they decided to do this.
    3 points
  19. As soon as I update DCS, I'll take a look at the mod, but I'm on ADSL and it takes a very long time. However, fiber optic is right outside my door, so I should be able to take advantage of it very soon.
    3 points
  20. I completely support this request. For many VR users, the new visor borders cause discomfort and nausea after only a short period of use. This is not about realism or personal preference - it’s a health and accessibility issue, and should therefore be treated as a priority -. Please make it optional, allowing tinted vision without the borders, similar to the “Show Pilot Body” option. Players shouldn’t have to modify game files to protect their well-being - and personally, I can’t use the F-18 or F-16 in VR at all now. It makes me dizzy and even makes me want to vomit after a few minutes -.
    3 points
  21. Some things on the physical model still need adjusting; the grilled gun gas vents, removal of ECM blister on the boat tail, port side nose gear door vent, and shorter TACAN antenna, but given that the external models of the Late A and B also need some tweaks, I won't expect these changes before the end of EA.
    3 points
  22. I'd rather have biscuits, so I can have some fun with the crumbs when pushing negative Gs!
    3 points
  23. Hi, this has been reported to the team thank you
    3 points
  24. Exactly, you can keep notes there, as well as cigarettes, for example.
    3 points
  25. For now it's a kneebox
    3 points
  26. Behind the cockpit. 1990s+ F-14A: 1980s "Early" F-14A: All I can say is on the HB Discord, HB team members are saying they'll be added when ED develops them. I believe the same is true for the CM-400AKG ALBM on the JF-17 - Deka are again waiting on ED to implement the weapon.
    3 points
  27. My Big German BR52 2-10-0 Locomotives are lovin the new winter update Great job well done thankyou for the Fantastic Update
    3 points
  28. Signed in to upvote this. To pick nits at this point, ffs...
    3 points
  29. Some people are just desperate for the chance to tell everyone "see, told 'ya!"....
    3 points
  30. AUP : new antennas, notably a long bar (2m) each side of the air intakes For the curious, here is the refueling probe
    3 points
  31. Looks like ED has been doing some work in the background then on the localisation/cockpit language options, that wasn't quite ready to be merged into the public build...
    3 points
  32. DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: Bingo Fuel warning on CPG load-in. Fixed: MMS disturbance effect removed. RWR flickering excessively. Fixed: Hellfire missiles should show codes in STBY. Fixed: CTD when using certain entries in the FIRE MSNS HOG menu. Fixed: When inputting a new frequency it will auto change the freq if it out of range instead of giving an error message. Fixed: Unable to enter FM frequency within the COMMS page. DCS: SA-342 Gazelle by Polychop Simulations Fixed: CTD when leaving the cockpit.
    3 points
  33. Hi, I know from your comment yesterday you are a bit new here, I would suggest you change expectations as things you want done quickly wont always happen that way or be done your way, devs have a lot to do and their priorities may be different from yours as they have a bigger picture of development tasks, they are also often smaller teams. I just want to save you from burning out to quickly as I have seen it many times with some here on the forum. thank you
    3 points
  34. 3 points
  35. Looks like Polychop was declared dead a bit too soon. Nice to see that these modules are getting some fixes.
    3 points
  36. I would have had a lot of understanding if they had said, “Sorry guys, this is a bigger problem,” or “We’re working on it, but it’s going to take a bit longer.” But leaving us with changelogs that contain absolutely no (!) improvements for this module, without saying a single word about it, is very disappointing. Even my inquiry from three weeks ago wasn’t worth a reply. They should have called it early payment instead of early access.
    3 points
  37. I'll pile on as well. I'd be less frustrated if someone from M3 or ED would speak up and say something like "yes, we know it's a bug, we're working on it". It's so simple to least acknowledge the 7 pages of this thread with some sort of comment, we shouldn't have to rant and rave like this and build up such negative feelings in what is actually a great module otherwise.
    3 points
  38. Yeah - it's crazy. It really is ironical. In the hay-day, I favored Microsoft over Apple (with a passion), because Microsoft gave you options, and allowed you to have freedom by having your PC setup with the way you want it vs apple's way of forcing people to do things a particular way. It seems Microsoft have come complete about-course. They are not the company they once were, and their products are nothing like they once were. Given more applications are cloud/online, and there's more options available too - it almost seems as though Microsoft are dead keen on destroying what sets them apart and encouraging users to reconsider what options are available to them. The conspiracy theorist inside me wonders if some of their management has competitors cash in their pockets and that there's an intentional effort to damage Microsoft from the inside - because that's the only thing that makes sense. I shudder to think of what Windows 12 is going to bring. Microsoft have that trend of one good, one bad - and with win 11 being in the bad cycle, I was hoping Win 12 will be the good one - but now I have serious doubts.
    3 points
  39. Microsoft is using windows 11 to force users to employ Microsoft accounts, no longer will you be able to use just a local account. Hopefully there will be tricks to bypass this latest en<profanity>ification of windows.
    3 points
  40. patch is live, we hope you all enjoy
    3 points
  41. Господа , версия 2.0 готова и загружена на сервер "ФП" скачать там же
    3 points
  42. "Lutch" indicator for antiradiation missiles (replaces the TV when BA-58 "Wyuga" pod is mounted). With su-25a avionics those are still fired "maddog" but it allows to place the aircraft at a right angle so theres higher chance for signal interception by the seeker (yes, I have tested it).
    3 points
  43. 2 points
  44. Been waiting on a cobra gunship since Belsimtek announced one 15 years ago and never delivered. I can wait for one to be fully fleshed out..... but I dont want to. oddly enough which they are right above the skids.
    2 points
  45. Haha, the generator is there for a reason yeah ghost assignments can be a Pain, happened to me too.
    2 points
  46. Gremlins! [emoji6] Sent from my SM-A536B using Tapatalk
    2 points
  47. I misread. Thought you restarted your computer. Try that before a repair.
    2 points
  48. I completely understand that and I am not advocating for a quick/half a$$ed fix however, when you look at the big picture and realize how long this module has been in development and take into account that this is the second month since M3 has not had an update, it is even more bewildering that M3 sees fit to sit back and say nothing to a rather large groups of paying customers.
    2 points
  49. Absolutely. Core Parking is a feature that dynamically sets your CPU Cores to stay idle and not run any threads based on the current power policy and their recent utilization. This feature is designed to decrease energy consumption and therefore reduce heat and power usage. But parked Cores don't have a place when gaming, much less if running an intensive game/sim like DCS. In this use case, you want ALL your CPU Cores to be fully "awake", ready and imediately available at any moment. Therefore, any Core Parking should be disabled to avoid any (otherwise unavoidable) performance / latency deficit. This is why Park Control, to unpark all Cores, is nearly indispensable for PC gaming. Setting the highest power plan (most performant) while gaming is also very beneficial (not the case for mundane tasks), which can also be done with this tool. After it's installed, run it. Make sure it's set to start at Windows login (settings are in the app's icon, at bottom right of desktop). After this, and just as an example... You can then change the "Active Power Profile" manually before running the game, to "Bitsum Highest Performance". More than just a high power profile, this also unparks any and all CPU Cores, and also sets the CPU Frequency Scaling to 100% (most performant). Once finished with your gaming session, go back and change to the "Balanced" power plan. This returns it to the regular (default) Windows power plan and CPU Core Parking / Frequency Scaling settings. Or, if prefered, you can edit each of the different power plan profiles, for both CPU Core Parking and Frequency Scaling, to your preference.
    2 points
  50. The detailing of Kenley's Dispersals and officers mess are awesome, as well as the control towers of other airfields; Makes me really hope for RAF Hornchurch to be added to this map, if you are making Hornchurch then awesome, if not, please please do. If you do come around to making it, I have plenty of reference, research and data for the airfield site, such as photographs, site plans and aerial photography that I'd be more than happy to provide. Hornchurch was still in use by certain squadrons during 1944, and with the development of the winter version of this map, it was almost certainly in active use in Winter 1944. Hornchurch would also be in the High-Detail area as seen in the pinned post in the Normandy 2.0 forum. Other than that, terrific stuff Ugra, this map is really looking awesome
    2 points
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