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Everything posted by IronMike
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Dear all, we hope you are enjoying a great and hot summer, have plenty of vacation and with that of course time to fly and enjoy life. Below please find the changelog for the latest patch for the F-4. As always we would like to kindly ask you for your feedback and thank you for your continued support! DCS: F-4E Phantom II by Heatblur Simulations CTD: Fixed potential crash when loading the homebase TACAN. CTD: Fixed possible crash when ejecting. CTD: Fixed potential CTD on spawn. CTD: Fixed CTD when reading compiled Jester LUA files. JESTER-AI: Removed distance-limit for "nearby-airfields." JESTER-AI: Taught JESTER to click the laser code faster. JESTER-AI: Fixed bad locks when attempting a lock during a radar range change. JESTER-AI: Added JESTER Boresight Mode and Aspect Controls for Flood Shots: Jester now supports regular Boresight mode (not just CAGE/BORESIGHT), selectable from the Jester Wheel. He now also supports Aspect Controls for Sparrow flood-shots in regular BORESIGHT and CAGE/BORESIGHT modes, accessible either via Jester Wheel or via Context Action SHORT. HBUI: Increased the bombing table font weight for more contrast. HBUI: Added support for unicode characters in install-path and savedgames-path HBUI: Fixed a potential crash in the browser. Crew Chief: NEW: Crew Chief will now reload the start cartridges if you request him to load new ones while still having the old ones. Crew Chief: Added Crew Chief commands to the WSO seat. Systems: Fixed Pave Spike BIT 3 not working (never fully reaching its test position). Systems: Made engine response faster in the upper RPM range. Systems: Corrected countermeasures weight and drag. Systems: Added logic for TANK 7 warning lamp (tank7 valve stuck despite low fuel). Systems: Fixed countermeasures "continuous" modes (now the countermeasures will dispense as long as the dispense button is held). Systems: Added automatic speedbrake retraction on power loss. Systems: Fixed a bug with the AAR door connection to the utility hydraulic line. Systems: Adjusted autostart procedure to follow checklists correctly. Systems: Fixed ECM pod not being warmed up during hot starts. RWR: Fixed RWR handoff (diamond) audio being stuck sometimes. Inputs: Made DSCG Night Filter (red) a 2-pos bind to match the clickable. Inputs: Changed IFF mode switches initialization to the middle position. Inputs: Fixed bugs with some clickables being accessible from the wrong cockpit. Inputs: Corrected various input names. Inputs: Added 2nd stage trigger keybinds. Inputs: Added antenna elevation relative-axis keybinds. Inputs: Fixed Radio/TACAN command light brightness binds wrong order. Inputs: Added Slow/Fast variants for Target Latitude/Longitude knobs (WSO). (next patch) Inputs: Added UHF Repeater brightness control.(next patch) Inputs: Fixed Jester Scan Elevation (relative) binds being reversed.(next patch) Inputs: Fixed afterburner detent option text and tooltip.(next patch) Inputs: Fixed show pilot body keybind. Inputs: Added some missing TOGGLE and AXIS binds:(next patch) Antenna Switch(next patch) Anti-Skid(next patch) Pilot & WSO Emergency Gear(next patch) Pilot Hook Handle(next patch) Pilot & WSO Emergency Flaps/Slats(next patch) Multicrew: Allow PILOT AUTOSTART command also from WSO seat. Weapons: Added BDU-33 to inner wing pylons.(next patch) Weapons: Fixed bombing table not always updating when the aircraft weight changed. Navigation: Fixed VOR showing true instead of magnetic bearings. Navigation: Fixed INS Reset alignment problems. Navigation: Fixed INS aligning to a wrong heading with the nav comp off- now only gyros are heat-up but the gyros erection does not happen until proper Nav Comp signal is provided Navigation: Fixed wrong wind direction initialization in the Navigation Computer. Visuals: Improved controls indicator background. Visuals: Fixed navigation lights mesh clipping problem. Missions: Updated Training Missions. Missions: Updated several missions by Sedlo and Reflected (thank you!) Mission Editor: Adjusted the description of TGP laser code setting in ME (this setting doesn’t affect weapons settings, only the default TGP code). Mission Editor: AGM-12C, replaced GBU31 Pictogram with AGM-12 Pictogram. Mission Editor: Support absolute pitch trim (iCommandPlaneTrimPitchAbs):(next patch) Mostly meant for mission makers(next patch) Send values -1 to +1 for -5 to +5 units nose trim, i.e. -0.4 to -0.6 for takeoff trim(next patch) Can in theory also be used for user made custom binds(next patch) Localization: l10n fix for missing special options section TIP labels. Liveries: TuAF-67-0285-SEA updated by Aqil - thank you! Liveries: Added fictional Spanish Air Force livery by Reise_Caparzo - thank you!
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Any more Heatblur training missions coming?
IronMike replied to MichaelJWP15's topic in DCS: F-4E Phantom
We are currently finalizing the WSO startup training mission. After that we will move on to systems, weapons etc. We have started the work on the Yom Kippur campaign, called "Days of Atonement" -
Feedback Thread - F-4E Phantom II Update July 11th 2024
IronMike posted a topic in DCS: F-4E Phantom
Dear all, for this update, significant performance improvements have been made across various systems and subsystems, ensuring smoother operation. Additionally, we have addressed several CTD (Crash to Desktop) issues, including potential fixes for crashes related to bombing table values and funnily enough: ejecting shortly before JESTER does. He, uh, really did not like that we would take away this privilege from him! In the realm of multicrew functionality, continuous desync issues between the WSO and Pilot have been fixed. HBUI has also seen numerous updates, including fixes for rendering in external views, new special options for UI offsets, and improved menu functionality. The JESTER AI has been significantly enhanced with new TAS callouts during bombing, improved radar antenna elevation accuracy, and better target spotting capabilities. Several other fixes and improvements to JESTER’s functionality have been implemented, enhancing his overall performance and reliability. Radar improvements include an increased search angle to cover the main lobe and first three sidelobes, while the weapon systems have received updates like the addition of Smokewinders for airshows and various enhancements to the bombing calculator. Obsolete Bullpup-C loadouts have been removed, and the F-4E unit payloads have been updated. The RWR has been adjusted with new BIT tests, updated handoff sounds, and improved synthetic audios. System fixes include resolving tanker disconnect issues when external tanks are full and connecting the AAR door to the correct power and hydraulic systems. If following the correct procedure (see changelog), JESTER will now also call ready for pre-contact for you. The AFCS has been tuned for better disengagement during rapid stabilator movements. Engine updates include fixes for incorrect spool times and adjustments to cartridge engine start times and refuel rates for AAR. Navigation systems have been refined with fixes to the WSO turn needle, magnetic compass animation, and VOR/ILS functionality. The damage model has also been improved with a higher over-G damage threshold for the navigation computer. Inputs have been expanded and refined, including new keybinds for various functions and improved bind names for clarity. New missions have been added, including a Shrike Caucasus Instant Action Mission, and several existing missions have been updated. Visual improvements include fixes to external LoDs and bombing table visuals, along with updates to the in-game manual and Chinese localization. Moreover, we are excited to announce that we have started working on the official campaign for the F-4E - “Days of Atonement” - set during the Yom Kippur War. This semi-historical campaign will feature both the Sinai and Syria maps, promising a thrilling and authentic experience for aviators, based on the events of the Yom Kippur War. You can see one of the new assets created for the campaign below, a so-called “IP Tower”. These towers were used over the Sinai to provide pilots and WSOs navigation fix points over an otherwise very featureless desert terrain, when flying low and level. The towers were placed at pre-planned waypoints for a plethora of routes, and the crew were thus not only able to verify their position, but also keep their INS accurate throughout the flight. Note: the IP-Towers are WIP and have not been added with this patch. We are also preparing new features for JESTER navigation, adding special waypoints like CAP, IT and TARGET; teaching JESTER the ability to manipulate the Aspect switch in BRST, and much more. Naturally one of the focuses over the next time will remain the performance in Multiplayer and in general. We hope you enjoy this update, and as always would like to thank you for your kind support and kindly like to ask you for your feedback. Your Heatblur Team DCS: F-4E Phantom II by Heatblur Simulations Performance: More Performance optimization for various systems, subsystems and calculations. CTD: Fixed CTD when entering bad Bombing Table values. CTD: Fixed CTD when ejecting shortly before Jester dies. MULTICREW: Fixed multicrew (continuous) desyncs with the WSO and the Pilot, when having different options selected for 'Use Radar Antenna Hand Control also for Radar Cursor Control Panel'. This would also cause major performance issues in multicrew. CORE/ANVIL: Reworked and improved the performance of tick distribution for all systems. CORE/ANVIL: Significantly improved performance of event handling. CORE/ANVIL: Reduced CPU cost of all pneudraulic calculations. HBUI: Fixed HBUI rendering in external view (F2) and similar. HBUI: Added Special Option: HBUI Offset (vertical) - existing Horizontal Offset has to be set again. HBUI: Made CEF not ping google.updatapis.com anymore. HBUI: Moved "comms check" in the CC menu so that other items have a fixed position. HBUI: Wheel chock options now close the CC menu instead of keeping it open. HBUI: Renamed "Light"/"Dark" Theme Special Options to prevent l10n clash. HBUI: Improved Special Options Page: Fixed special options sliders. Improved special options descriptions. Increased default values for AFCS breakout dead zones (CAUTION: might reset your values). JESTER AI: Added JESTER TAS callouts during bombing: supports TGT FIND, L, OFFSET, LOFT, OS, TLAD and TL. JESTER AI: Massively improved JESTER’S Antenna Elevation accuracy from 1.5° to 0.005°: JESTER now also follows targets with the antenna much faster. Also improves target spotting capabilities at co-alt because JESTER is now better at putting the antenna at 0°. JESTER AI: Fixed JESTER ejecting after high altitude tail slide. JESTER AI: Fixed Jester not setting the mode knob in HDG MEM causing BATH alignment problems. JESTER AI: Taught JESTER how to use the pullup tone and light. JESTER AI: Moved Jester phrase "Contacts" to "contacts_iff" folder. JESTER AI: Added a 3 nm exclusion zone around friendly airfields for JESTER fuel state QnA. JESTER AI: Fixed bug where JESTER radar doesn't work in dogfight anymore. JESTER AI: Fixed Jester automatically saying "Ready Pre Contact" for AAR: Make sure you are within 100m of the tanker. Have the UHF panel set up to talk to the tanker. Already called "Intent to Refuel" yourself (also has a bind). Then open the AAR door and Jester should say "Ready Pre Contact" automatically. You can cycle the door and he will say it again. Radar: Increase radar search angle to include main lobe and first 3 sidelobes. Weapons: Added Smokewinders (smoke generators for airshows). Weapons: Added RoR slant range output and WRCS AGM-45 mode for the bombing calculator. Weapons: Removed obsolete and non-functional Bullpup-C loadouts. Weapons: Updated F-4E unit payloads. Weapons: BombCalc: Small adjustments to default values and steps for input fields (thanks Hawkeye_UK!). Weapons: Added NaN protection for the ToF in the bombing calc. Weapons: Added weight correction for mils in DL, L and Direct mode in the bombing calc. Weapons: Added support for new DCS Laser Code Fuze options. RWR: Adjusted the RWR BIT (added different PRFs for bands and added launch warning audio test). RWR: Updated handoff sounds (For example: Made aircraft radars that used HPRF for track use MPRF instead). RWR: Improved the audios used in case of unknown radar and during BIT. Systems: Fixed tanker not disconnecting when ext tanks full. Systems: Connected AAR door to power (5A No2, D1, ESS 28VDC) and Utility Hydraulic. Systems: Fixed countermeasures being dispensable with speedbrakes out. Systems: Reduced threshold for AFCS disengagement with rapid stabilator movements: Fixed AFCS sometimes not disengaging during rapid stick movement during AFCS ground check. Systems: HUD shutter now uses rotation instead of pull. Changed arg for hud shutter to 1200. Engines: Fixed incorrect engine spool time. Engines: Adjusted cartridge engine start time. Engines: Improved refuel rate for AAR. Navigation: Fixed an issue with the WSO turn needle and some other potential HSI issues. Navigation: Fixed reversed WSO magnetic compass animation. Navigation: Fixed VOR and ILS when flying away from the selected heading. Navigation: Fixed a bug where VOR<->ILS was not always switching correctly at some frequencies. Navigation: Changed HDG MEM alignment to be on by default in the Mission Editor. Damage Model: Temp fix to damaged rudder being usable. Damage Model: Slightly raised Nav Comp over-G damage threshold Inputs: Added temporary Pilot AFCS binds to WSO inputs Inputs: Renamed mouse hint for "Show/Hide Radar Boot" to "Screen Glare Shield" Inputs: Added Target FREEZE/INSERT lamps (on button) Inputs: Improved bind names for Mirrors and Dispense Countermeasures Inputs: Made IFF switches spring loaded where necessary Inputs: Fixed keybinds for Screen Glare Shield Inputs: Fixed Radar Antenna Elevation inputs and clickable Inputs: Removed sound for antenna elevation wheel "switch" Inputs: Added slow/fast binds for Antenna Slew and Weapon Slew Inputs: Made INS Lamps press-to-test (rotate-to-dim) Inputs: Added "[WSO]" prefix for Pilot’s antenna up/down bind. Inputs: Fixed the last radio digits knob not working properly in easycomm Inputs: Fixed Mirrors being clickable by other crew member Inputs: Fixed bind clash with Brake and Pinky (LShift+D) Inputs: Following keybinds have been fixed that required rebinding: Fixed reversed 9-VIS/12-VIS ACQ mode binds Added slow/fast binds to Radar Gain (fine) Inputs: Added reversed binds for 2-way switches (128 new binds): Useful when wanting to map a 2-way switch for example as ON/OFF instead of OFF/ON. Inputs: Added temp WSO binds for FREEZE/INSERT/RESET WRCS target: enables OFFSET bombing without hopping back and other useful techniques, especially with the Pave Spike Missions: Added Shrike Caucasus Instant Action Mission Missions: Added missing option to disable pictures in training missions 5-8. Missions: Updated several missions by Sedlo. Missions: Updated Chinese localization for training missions 1-3. Visual: Fixed TGT FRZ button lamp Visual: Changed TGT FRZ lamp texture Visual: Improved external LoDs Visual: Fixed 1 wing poly smooth-group Visual: Bombing Tables visual and performance update (thanks to Amadeus!) Manual: Updated the in game manual Manual: Updated Chinese Localization and Manual Localization: Deleted obsolete l10n folder in Mods (duplicate of CoreMods)- 13 replies
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Dear all, After the past months have seen us focus primarily on the F-4E Phantom II and post release hotfixes, we are thrilled to return to more substantial updates extensively focusing on the Viggen and Tomcat, ensuring that these beloved aircraft continue to meet our high standards and improve and we can expand their features. We want to apologize for the quiet period regarding updates on the Tomcat front. Rest assured however that we have been diligently working on numerous fixes and enhancements behind the scenes and are thus even more thrilled to be able to finally present them to you. We’re excited to announce a major update for the F-14 Tomcat, including a complete rework of all engine sounds. We’ve replaced previous audio samples and added several new pieces, enhancing the cockpit and external sound with improved code for an even more dynamic audio experience. The flap damage model has been updated to make flap actuators more sensitive to G loading, with more drag at higher speeds and angles of attack. Damaged flaps can now blow backwards if the actuators are severely compromised due to overspeed or over G conditions. Additionally, the asymmetric flap limiter will not prevent flap movement if the actuators are damaged. New features include configurable AB detent positions and dead zones in the F-14 Special Options. We’ve boosted the F110 mid-range RPM thrust to make the performance even more realistic. We’ve also added and updated (visual) effects for engine damage, including new oil leak animations, improved engine smoke and fire animations, and a new compressor stall flame animation. Bugs in the fire detection and suppression system have been fixed. But be careful: the F-14 may now explode if engine fires are allowed to linger or propagate. We have also introduced several flight model improvements. These include an increased pitch effect from thrust in the landing configuration, a slight decrease in the roll power of ailerons and stabs, and a slightly increased dihedral effect in the landing configuration, allowing the aircraft to return to wings level at very small sideslips or bank angles. A big thank you goes to Victory205, who continues to support our efforts with his expertise, helping us to push the Tomcat even further towards realism. The foreseeable future will see more updates pushing the Tomcat forward to release: the early -A (95GR) variant, the A-6 AI and of course all promises that are still outstanding and waiting to be fulfilled: we have not forgotten, and we thank you all for your very kind patience. Simultaneously we started also investigating the possibilities of what can be backported from newer features, like Jester 2.0 and more that are related to our new Anvil technology. We hope you enjoy this update and as always, thank you for your kind support and kindly ask you for your feedback. Your Heatblur Team DCS F-14 Tomcat by Heatblur Simulations NEW: Complete re-work of all F-14 engine sounds (cockpit and external): Replaced previous audio samples and added several completely new pieces of audio. Re-done sdef and sound configuration files. New code to make sound more dynamic. Updated flap damage model: Flap actuators are more sensitive to G loading. Flaps have more drag at higher speeds and AOAs. Flaps can now blow backwards if actuators have been severely damaged due to overspeed or over G (asymmetric flap limiter does not prevent flap movement with damaged actuators). NEW: AB detent position and deadzone now configurable in F-14 Special Options. DLC and speedbrake now wait 1.5s to retract while throttle is in MIL or higher. Boosted F110 mid-range RPM thrust. NEW: F-14 now may explode if engine fires are allowed to linger or propagate. NEW: Added and updated visual effects for engine damage: New oil leak animation. Improved engine smoke animation. Improved engine fire animation. New compressor stall flame animation. Fixed bugs in fire detection and suppression system. Increased pitch effect from thrust in landing config. Slightly decreased roll power of ailerons and stabs. Slightly increased dihedral effect in landing config (aircraft will return to wings level at very small sideslips/bank angles). Fixed main wheel IDs that prevented anti-skid from working properly. Added Night Filter bind for VDI and DDD. Fixed BINGO knob animating mirrors instead of knob. Fixed RIO Master Caution lamp/button not clickable. Fixed a bug in Operation Reforger II Mission 3 not allowing the player to progress (thank you Rokkett!)
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Dear all, After the past months have seen us focus primarily on the F-4E Phantom II and post release hotfixes, we are thrilled to return to more substantial updates extensively focusing on the Viggen and Tomcat, ensuring that these beloved aircraft continue to meet our high standards and improve and we can expand their features. With this Viggen update, we are focusing on both avionics and visual enhancements. The manual has been updated to reflect these changes accurately. In terms of avionics, we’ve made significant improvements to the radar and HUD elements. The radar color and HUD element positions have been corrected, and the CI indicators have been adjusted. The math for the Lysbomb pull-up command has been corrected, and a backup mode for Lysbomb has been added. One of the prominent updates includes the improved nav system initialization on rotations, which now will require pilots to have LS and runway setup correctly, or suffer poor navigation. We have also added all real "NAV" reference points and airfield codes for Kola, providing authentic navigation data for the Viggen’s natural habitat. The avionics changes also include various adjustments to the CI symbols, the timeline's rotation command in takeoff mode, and the introduction of low/med/large safety altitudes when using high drags. The annunciation panel fields have been updated to blink for various alerts, and two missing fields have been added to the panel test. Visually, we’ve corrected UVs for the ATT button light, changed the light bulb for the CI heading bug, and added reflected light from ALLMÄN-BEL lights. The lights shining through the glareshield onto the windshield have been corrected, and several aesthetic adjustments have been made to the EP13 and FLI37 instruments. Additionally, ambient occlusion has been added to the FLI37 director arms, and the taxi light brightness has been increased for better visibility. Weapon systems have seen numerous updates. The chaff and flare programs have been corrected, and the ability to change countermeasure count has been removed, fixing it to specific values. Various weapons, including the SB 71 HD/LD, Lysbomb, ARAK AP/HE, BK90, and AKAN have undergone adjustments to their dynamics, weights, and functionalities to better match real-world performance. Significant updates have been made to the Rb15 missile. These include increased drag, functional adjustments to its address settings, and enhancements to its guidance logic. The missile now climbs to its search altitude and scans for targets more accurately, with improved turn performance and better adherence to search area settings. The BK-90's approach altitude and submunition release timers have also been fine-tuned for more realistic behavior. The Rb04 missile has also received important updates. The drag has been increased, and its descent program has been made more realistic, with a new yaw command added to provide better separation. The guidance logic has been overhauled to allow for target re-acquisition if the initial target is missed or sunk. The GRUPP mode now functions with two detected ships, and the missile model has been updated for improved accuracy. NOTE: These updates will break old weapon presets and missions that use them. With this patch we are starting the process to officially release the Viggen and have it no longer bear the Early Access status. Rest assured that this will in no way deter us from delivering on some remaining promises and more exciting updates and improvements, as well as additions, to not only keep the Viggen up to date, but to also keep expanding its functionality and environment in both a foreseeable and distant future. We want to say thank you to all the loyal tree-top level pilots, who showed us so much support, excellent feedback and patience during its Early Access phase. May you all have many successful landings on makeshift road bases, for a long long time to come! Thank you from all of us at Heatblur! DCS AJS-37 Viggen by Heatblur Simulations Updated the Manual Inputs: Fixed non-bindable mouse buttons Avionics: Changed “radio names” - compatibility with VaicomPro Avionics: Moved HUD elements around to their correct positions +-5 markers have their signs General placement Compass, distance/timeline and marker move with the outer 3 degree poles Avionics: Corrected radar colour Avionics: Corrected CI commanded height and reference line positions slightly Avionics: Increased X-axis resolution of A2 picture a bit Avionics: Added accurate low alt. warnings for “low/med/large” safety altitudes when using high drags Avionics: Added comma to HUD (digital altitude’s km indication) Avionics: Fade in for CI after 30s in NAV (anything but FK/BER really) Avionics: Corrected math for Lysbomb pull up command - now shows 4g correctly Avionics: Added the backup mode for Lysbomb Avionics: Removed CI “Symbol” elements to not change brightness with the LJUS SI knob Avionics: Matched the color of CI symbols to one another Avionics: Made the Circle marker move with Video marker with A1/T1 Avionics: Fixed Video marker starting at the left edge of the screen Known issue: Only fixed within 0-180 & 270-360 deg Avionics: Fixed Datapanel display not showing correct data in SPA/A1/T1 Avionics: If < 25% of current leg, make fix on previous WP Avionics: Placed the event markers at +- 2 deg in the “take off” mode Avionics: Made timeline’s rotate command in “take off” mode functional Avionics: Made circle marker render “outside” the radar image on the CI. To an extent.. Avionics: Removed automatic waypoint switching in ANF and SPA Avionics: Changed following annunciation panel fields to blink: Known issue: Blinking does not stop after pressing master caution button CK BRÄ<24 TANKPUMP RESERV EFF TIPPVÄXEL HYRD-TR1 HYRD-TR2 SYRGAS KABINHÖJD HUV o STOL HÅLLFUNK RHM OLJETRYCK BRÄ UPPF TÄNDSYST Avionics: Added the two missing annunciation panel fields to panel test “Blank” OLJETEMP Avionics: Made it possible to use one more LYSBOMB “loadout”: All pylons (S7 & V7) S7 pylons - Center of group will be about 0.4 km long of the target V7 pylons - Center of group will be about 1 km short of the target Avionics: Made TERNAV status value be “1” with weight on nose wheel Also sets confidence to 0 Avionics: Disabled master caution during engine start up sequence Avionics: RAT deploys and retracts in 4 seconds instead of 7 Avionics: Added all real “NAV” reference points for Kola (91xx - 94xx) Avionics: Added all real airfield codes for Kola (9001 - 9069) Avionics: Added multi-runway airfield support TILS on main runway only (one direction) Avionics: Made data display show airfield coords on startup, not the aircraft’s Avionics: Nav system initialization on rotation - Make sure to have LS and runway set correctly Avionics: Fixed “Beredskaps varning” Known issue: Flashes at 5 Hz, instead of 2.5 Avionics: Fixed altitude warning light to flash at the correct 5 Hz Avionics: Added “runway search” if A/C heading is > 15 deg from the stored runway Avionics: Added a filter to not add FARPs that are within a certain distance from an airfield to the “airfield codes” Avionics: FARPs and manually entered runways will have an assumed runway length of 800m (±400m from the FARP/coords) Avionics: P4 (steak mode) for KB pod is started with only the rotary switches on the panel, the “KB switch” is not needed Avionics: Set default frequency on the manual FR22 freq selector to 251.000 MHz, instead of the illegal 123.456 MHz Art: Corrected UVs for ATT button light - Should look like the SPAK and HÖJD lights Art: Changed light bulb for the CI heading bug - should be brighter at low settings Art: Added “reflected” light from ALLMÄN-BEL lights Art: Greatly reduced lights shining through the glareshield onto the windshield Art: Fixed ugly UV error on a panel Art: Changed color on front part of EP13 Art: Normal fixes for EP13 Art: Brought back FLI ball ambient occlusion Rebaked the ambient occlusion for better seam Art: Added ambient occlusion to FLI37 director arms Art: Removed rotation of FLI “illumination” Art: Corrected spelling of “HYDR-TR1/2” Art: Made a new model of the FLI37 aircraft reference Art: Added a simple mesh around canopy frame so correct shadows are cast Art: Brightened up the taxi light Art: Angled the landing light slightly differently Weapons: Removed ability to change CM count: Fixed to 1080 C. and 72 F. (540 and 36 per pod) Weapons: Chaff and flare programs corrected, and chaff amount changed P1: Release chaff every 0.166 sec P2: Release chaff every 0.166 sec for 2 sec, then pause for 2.5 sec, then repeat P3: Release chaff every 0.833 sec P4: Release chaff every 0.833 sec from left pod until empty, then the same for the right one Flares: Release every 3 sec Weapons: SB 71 HD Added fuze arm delay - 4.6s Increased weight slightly Weapons: SB 71 LD Added fuze arm delay - 3.8s Increased weight slightly Weapons: Lysbomb Increased bomb rack weight Fixed fall pattern, to a large extent (DCS limited) Increased “weapon” drag Decreased “total” drag Weapons: ARAK - AP/HE Increased weight slightly Increased ISP of motor - now reaches ~600 m/s + aircraft speed Weapons: Added proxy fused AP ARAK Weapons: BK90 Changed flightmodel to better match CFD Autopilot start delay decreased from 2.0s to 0.5s Decreased drag on aircraft Changed battery time from 1000s to 70s Tuned PID for yaw axis and reduced max deflection of fins - matches real turn performance more closely Decreased approach altitude from 120m to 60m (as mentioned in the manuals) Submunition release timers changed for accurate pattern size with new FM Weapons: AKAN Increased total shell weight - 0.242 to 0,44 kg Increased casing weight - 0.04 to 0.174 kg Added back recoil Weapons: RB-15 NOTE: Will break old weapon presets. Will break old mission that use them Increased drag First digit of address 83 functional Address 85 now functional First digit of address 86 functional (the other two are not applicable in DCS) Bearing search now respects adddress 84 setting They now fly more accurate height profiles They now climb to their “search altitude” and scan for targets. They popup for the search at the correct distances from Bx8. The distances depend on the selected search area size Fix for hitting the water during large turns Place Bx points in a straight line when first placing Bx8 - Avoids them being placed such that launch is inhibited Bx6 dist = Bx8 / 4 Bx7 dist = Bx8 / 2 Bx9 dist = Bx8 + 10 km Weapons: RB-04 NOTE: Will break old weapon presets. Will break old mission that use them Increased drag Changed the descent program be be more realistic: -7.1 deg pitch - ~8 s faster to cruise alt. from max alt Added yaw command to cause separation New guidance logic Will now search for new target if they miss the initial one, or if their initial target is sunk GRUPP now works with two ships detected Changed model used to “RB04AI” for correct RoughMet
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This has already been fixed for the upcoming patch.
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Not really. The DCS calculation for non-standard pressures is ideal, which is not the case for the device itself. And for dynamic pressure (so for IAS and Mach) DCS uses a formula for incompressible flow. This is why it is important you go by the values in the cockpit. You can observe the same in the Tomcat, the DCS altitude in F2 is off, which isn't a bug as some think. The other thing to keep in mind, is that the bomb calc uses TAS, which is the peskily hidden gauge to the left of your front console armament panel. Usually it won't be much off, but if you want to be on the money with your speed, that's the gauge to go by. To answer your question for the depression value, it is best I leave that to @JNelson to explain, but I would not be aware that you have to compensate for AOA, but again, I would have to ask, so take it with a grain of salt. All I can say is that I don't compensate for AOA. The easiest to test btw is with laydown mode. You just define alt and speed, and you can pick a fairly low one, and then you set the distance simply such that you get a desired (not too high) depression value. Fly level, fly at speed, pickle on pipper over target. You can use the AFCS ALT Hold for it, too. I'll test a bit later, but I did several bomb runs in the past week with laydown and it was always pretty much bang on the money.
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Feedback Thread - F-4E Phantom II Release Hotfix, June 5th 2024
IronMike replied to IronMike's topic in DCS: F-4E Phantom
Can you try in the take off mission, please, if your performance is better there? I wonder if the base impacts VR performance, it did little to not at all for me, but I do not use VR. If that is the case, I will provide a VR optimized version (without the base). Thank you. -
Feedback Thread - F-4E Phantom II Release Hotfix, June 5th 2024
IronMike replied to IronMike's topic in DCS: F-4E Phantom
Thank you for the kind words, guys! Made a couple of edits and corrections for better clarification, also note that the shrike guide has been updated, I included the link. -
Will be hopefully fixed in the next patch, and is already in testing. Thank you all!
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First ever DCS: F-4E Phantom II Feedback Thread - May 22nd 2024
IronMike replied to IronMike's topic in DCS: F-4E Phantom
Thank you all once more for the very kind feedback, the kind words, and great input and suggestions since the release of the F-4. As the hotfix is out, I would like to kindly invite you all to continue the discussion there: Thank you again, from all of us at Heatblur. -
AGM-45 Shrike Quick Guide by Klarsnow - updated June 5th 2024
IronMike replied to HB_Painter's topic in DCS: F-4E Phantom
The original post has been edited/updated to include a detailed description of the "WRCS AGM-45" Mode. Thank you, Klarsnow! -
Dear All, Once again, we'd like to thank you all for your amazing feedback, comments and well wishes after the launch of our F-4E. We wouldn't enjoy doing what we do without all of your enthusiasm and enjoyment of flying our products. Thank you so much! We've been working hard after launch day on the 22nd, and have had some very important changes in the bag since the 23rd; but these have now accrued into a somewhat longer changelog for this weeks' update. Our primary focus has been on improving performance, and general improvements across the entirety of the module, as well as adding a few features that we cut at the last second. Performance improvements have been focused on very busy multiplayer missions and scenarios, and doubly so on lower end hardware which was causing significant bottlenecks that we were not able to test before release. The F-4E is a very complex simulation; the most complex we've ever created; and so we've fought long and hard- and will continue to do so- to try and eek out every bit of performance we can. We've also worked hard to squash as many general, aircraft, JESTER or otherwise bugs as possible - some of these have been significantly influencing gameplay- such as JESTER failing to call IFF voice lines or the UI freezing with odd combinations of map markers. Hopefully this hotfix patch will alleviate some of these initial issues, and from next week onwards we will again re-constitute the team and go through all of your wonderful feedback for the next rounds of improvements and fixes. Some new additions include e.g. the reintroduction of the virtual browser and the addition of online connectivity rules for HBUI - as well as some QoL improvements in JESTER. Please note (!): Due to capitalization changes not propagating properly at times, the "\...\sdef\Jester\contacts" folder is named incorrectly, which will cause none of the essential JESTER calls from that folder to get played. Our sincere apologies for that. This will be fixed properly in the next patch, however you can apply a quick and easy fix yourselves in the meantime, if you would please ever so kindly. We included the fix in the "known issues" at the bottom of this post. Please do not forget to check it out. Thank you, and our apologies again. As always we will be looking forward to your feedback and thank you for your kind and continued support! F-4E Release Hotfix Changelog Performance & Core Performance: Major improvements to Radar raycasting performance, especially on busy MP servers Performance: Radar thread affinity changed - may increase performance where the main thread was saturated on busy servers or missions Performance: Fixed Object Cache being over-saturated causing severe performance loss on busy missions with thousands of objects Performance: NEW: Added special option to reduce radar performance impact - can improve CPU performance on lower end CPUs at the cost of some additional visual noise and clutter on the radar screen Performance: Changed amounts of radar threads across different core setups Performance: NEW: Added Lower Refresh HBUI special option. This option will reduce the UI refresh rate to 30 fps, matching the F-14 Jester UI. This will reduce CPU performance impact on CPU limited machines, especially in heavy missions Performance: Fixed INS, ADI and other various system bugs with the “Reduced Tickrate” option enabled Performance: Refactored some JESTER code paths that may have caused lowered performance when an enemy was nearby CTD: Fixed a crash if Saved Games path had non-standard characters (e.g. Cyrillic) CTD: Fixed crash if DCS install path had Chinese characters in it CTD: Fixed crash on empty coords text entry CTD: Fixed some instances of a CTD after damage and ejection Multicrew: Fixed a major multicrew desync error when someone leaves and rejoins (can be another WSO) the aircraft Multicrew: Reduced network load due to an errant buffeting sensor being propagated across the network every frame JESTER AI JESTER: Fixed being able to spot bandits very far away on the radar scope during some modes JESTER: Fixed JESTER breaking some inputs or being unable to correctly set some switches when using HBUI elements (e.g. the Manual) JESTER: Will no longer call aircraft on the ground as BFM threats or targets JESTER: Fixed doubled calls for some calls, and fixed him saying “Gear Up” and “Flaps Up” randomly at times far after takeoff JESTER: Fixed Jester not asking for alignment when starting cold on a runway JESTER: Fixed missile reports having wrong order of words sometimes JESTER AAR: Added JESTER automatically saying "Ready Pre-Contact" to the tanker JESTER: Fixed a bug when cycling the AAR door very fast caused Jester to get stuck in radar-on mode JESTER: Fixed Jester being in wrong DSCG mode when switching TGT-FIND/DT fast HBUI HBUI: Fixed the Map Markers menu causing the Jester UI to freeze and become unusable HBUI: Fixed a crash when entering empty coordinates in the Nav section of the Jester Menu HBUI: NEW: Added Virtual Browser, and added “Online Mode” levels to HBUI. UI and Browser access is now controlled using a Special Option dropdown which allows selecting between: Full - Free browsing Offline - only offline UI features will work Whitelist (Default & Recommended) - sites defined by a special whitelist file are allowed, anything else is blocked Users can customise the whitelist file: hbui_whitelist.txt found in the Saved Games folder. By default it has regex rules, currently covering: Google Youtube Kneeboard.live HBUI: The Virtual Browser now also has a new landing page, allowing users to add their own bookmarks HBUI: Ensured that the Auto Startup clicks use the enforced version bypassing browsers HBUI: JESTER Radial Menu - Small resizing adjustments to the Jester Wheel (thank you amadeus!) HBUI: renamed JESTER radial menu "Unknown" to "Bogey" and "Hostile" to "Bandit" HBUI: JESTER Radial Menu - Added "Navigate To Main Menu" bind for Voice Attack users - will also open the wheel if it's closed, so that it can serve as starting point for any VA macro sequences HBUI: JESTER Radial Menu - Rename "Jester Presence > Enable" to "Force" for more clarity HBUI: Added Special Option to select UI Theme (auto, light, dark) HBUI: Added Special Option to shift head-tracking origin vertically HBUI: Updated in game manual to latest version HBUI: Removed browser forward nav button in manual HBUI: JESTER Radial Menu - Improved keyboard controls (W opens, "Back" closes wheel): additionally to their regular function of navigating forward and backwards in the wheel, W ("Center/Click") and "Back" can now also open and close the wheel Radar & Weapons Radar: Fixed other RWR possibly triggering through terrain Radar: Fixed WSO maverick slew speed wrong Radar: Improved CAA lock reliability Radar: Fixed aspect switch setting wrong closure Radar: Fixed radar gimbal not boresighting in elevation in cage mode with half action held Radar: Fixed radar starting in standby mode despite being off Radar: Fixed caged mode allowing the antenna to be moved in acquisition Radar: Fixed bug allowing a short half second period of time without raycasting Weapons: Fixed TV weapon gimbal limits Weapons: Fixed gimbal limits not being respected Weapons: Fixed sidewinder gimbal limit Weapons: Fixed sidewinder half-aperture size Weapons: Fixed AGM-12C not arming Weapons: Direct mode now shows the correct solution for the depression value in the bombing calculator Weapons: Added time of flight and bomb range to the bombing calculator output Weapons: Fixed various issues with the Shrike WRCS mode Weapons: Fixed Shrikes not updating after settings changed in rearm menu Weapons: Corrected missiles (AGM-45 and AGM-12) ejecting incorrectly Weapons: Made default Shrike volume quieter Weapons: Updated Shrike range calculations and added Shrike range and altitude bias Weapons: Corrected the WRCS AGM-45 Behaviour to give shrike range indications before target insert. Weapons: Changed pylons to rail instead of ejection as this provides a much more realistic profile for AGM-12 and AGM-45A Weapons: Fixed air to ground missiles being fired unarmed if the fuse switch was in the wrong position Weapons: Fixed Normal Jettison consent on ground Weapons: Fixed Mavericks/TV Bombs being jettison despite not being selected Avionics & Systems RWR: Fixed the “New Guy” audio frequency not changing sometimes or playing the incorrect sound. RWR: Fixed diamond not going to new guy contact for a short period of time RWR: Made aircraft radars that used HPRF for track use MPRF instead (WIP: not yet audible, new sounds will be added) RWR: Fixes to E-2C carrier frequency and beamwidth RWR: Fixed Track Only Radars broadcasting with no target RWR: Added fixed radar for units such as the F-86 Sabre (WIP) RWR: Fixed range being displayed incorrectly sometimes Avionics: Fixed JESTER BATH alignment not finishing in conjunction with HDG MEM available Avionics: Adjusted NWS heading hold toggle function: now the AFCS has to be ON to toggle it Avionics: Small fix to alignment completion Avionics: Fixed a bug where the pitch steering needle was jumping on ILS approach Avionics: Fixed AJB-7 heading oscillations when electric power was being applied Avionics: Added a kneeboard page with diagrams for INS alignment options Engines: Fixed nozzles having insufficient oil pressure at idle Engines: Fixed controls dying too soon with the engines off or windmilling Systems: Added ejection and canopy jettison inhibit when canopy is open (and not jettisoned) Systems: Fixed pod and ECM jettison Systems: Fixed neutral horizontal stab position Systems: Minor improvements to hit damage Inputs: Added 2 missing Crew Chief binds (ARI Disengage check and Stab Aug check) Inputs: Added Slow/Fast binds for HSI course/heading and Reticle Depression Inputs: Changed SYNC knob to sync with right click instead of left click Inputs: Updated Chinese keybinds Inputs: Added bind for "Tanker: Intent to Refuel" Inputs: Ensured that all backend-called commands are executed properly. Inputs: Added (fictional) Tape Player Volume Knob (Recorder-On Lamp rotate-to-dim) Inputs: Fixed following inputs that require rebinding: Fixed Radar-Missile CW switch [UP]/[DOWN] binds broken Fixed reversed binds Radar Polarisation CIRC 1 and CIRC 2 Fixed 3-pos switches on radar panel [DOWN]/[UP] binds to skip centre Fixed Pilot Body SHOW/HIDE binds being reversed (and pedal crank) Crew Chief: Fixed GPU not appearing on some occasions after moving the aircraft Crew Chief: Adjusted GPU appearing/disappearing logic Crew Chief: Fixed GPU spool up sound not playing sometimes Content & Visuals Missions: Fixed various issues with training missions (- fixes almost all community reports) Missions: NEW: Added IA missions by Kaba (thank you!) Missions: NEW: Added IA mission Paradise Lost Free Flight by Reflected (thank you!) Missions: Updated missions by Sedlo, Reflected and Activity (thank you!) Missions: Added more slots to Through The Inferno COOP versions Missions: Updated Syria Landing mission to LOC RWY 08, added base Missions: Added base to Caucasus Cold start mission Missions: Updated training missions 1-4 CN localization Visual: Made Cockpit much brighter with Global Illumination Off Visual: Fixed AI afterburner visuals Visual: Fixed nozzle and horizontal stab LoDs Visual: Fixed minor LoD bugs Sound: Possible fix to random sound playing on spawn in multicrew Sound: Fixed gear sound bug on spawn in multicrew. Sound: Fixed Tapeplayer clipping audio Liveries: JASDF Jets now all have olive drab ALQ-131s Liveries: Improved JV Jets nose gear door art Liveries: Fixed JV Jets accidental overpaint on landing light Liveries: Updated IRIAF and IIAF liveries by ISAAC (thank you!) Liveries: Helmets on IIAF/USAF Jet fixed to red helmets (thank you!) Known issues: Important: Due to capitalization changes not propagating properly at times, the "\...\sdef\Jester\contacts" folder is named incorrectly, which will cause none of the essential JESTER calls from that folder to be played. Our sincere apologies. This will be fixed in the coming patch properly, however in the meantime you can apply an easy fix yourself, if you please, after finishing the update: STANDALONE USERS: Either delete the "DCS World\Mods\aircraft\f4e\Sounds\sdef\Jester\contacts" folder and run a DCS repair, and it will get restored correctly by DCS or manually rename it to use a capital C. STEAM USERS: Manually rename it from "\...\sdef\Jester\contacts" to "\...\sdef\Jester\Contacts" (simply with a capital "C" instead). Note: Deleting the folder and running a repair only works for the DCS standalone version. Steam users need to rename the folder manually, please. Manually renaming the folder works for both versions. Sedlo's "Have Doughnut" instant action mission has been fixed based on recent user feedback, but could not be included with this patch anymore. If you like, you can download it from the attachment below, and replace the one in: "DCS World\Mods\aircraft\f4e\Missions\Quickstart". Please also note that following this Hotfix, Klarsnow's Shrike Guide has been updated including detailed explanation of the WRCS AGM-45 mode. You can read up on it here: https://forum.dcs.world/topic/349673-agm-45-shrike-quick-guide-by-klarsnow-updated-june-5th-2024/ We hope you enjoy this update, and thank you again for all of the wonderful support, Sincerely, Team Heatblur F-4E_IA_NTTR_Have Doughnut by SEDLO.miz
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First ever DCS: F-4E Phantom II Feedback Thread - May 22nd 2024
IronMike replied to IronMike's topic in DCS: F-4E Phantom
That's icing though, which is planned as well. But fogging is different, as in you really get fog in your cockpit, for example if you dive low very fast, etc. -
A/A refuel no complete call and Jester dialog loop
IronMike replied to Moosemermaid's topic in Bugs & Problems
Thank you guys, I have seen it, too. We're investigating. If anyone has a short track that helps a lot, too! Thank you! -
Thank you very much fore detailed and great report, we will definitely look into it. Thanks a ton!
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Thank you guys, it makes us very happy, if it makes you happy. That's all this is about.
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They did, and btw you dont need to raise your cockpit camera, just raise the seat. The controls for that are next to your right knee, and you can also bind them if you want.
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It definitely is, it is explicitly mentioned in the manuals, a lot.
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Actually we need to investigate if a bug, really. We currently think it may not be, the oscillations are mentioned in the manuals, and the advice is to kill them by changing speed immediately. We're currently looking into it with the SMEs. Another way to override it, is to use slats out or slats override if prolonged flight at such a speed, where it occurs, is planned. Thank you that is a good idea. I won't promise it for now though, as we're currently still busy fixing all the launch issues. But if time permits, I like the idea.
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It's important you are looking up with it, not against ground clutter. You can see in your radar that the lock is bad, the ASE circle is not expanded and the aim dot is all over the place. Try to lock him on the up turn, looking up, from below the bandit. You can also use CAGE and command Jester to lock with context action, within 5nm, if not too close, and if within the gunsight.
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Ah gosh, you're right, I actually said it the wrong way around above, heh. Edited, thank you. I just tested with bearing selector in tac, vor/tac, etc worked. Gazipasa in Syria seems bugged, I only ever get the path deviation needle, but not slope indication. Incirlik works on my end. We will take a closer look, if the above ecountered issues are in our ILS, or something with DCS, etc.
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Feel free to attach your mission, and we will take a look. Do you remember the airport? EDIT: NVM you mentioned it above, somehow forums did not show your replies, when I replied, apologies.
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To the first point: Not sure how often we need to repeat that the low pass filter is only visual. Apparently you know our code better than us. We also said repeatedly that you will get a smoothed animation setting it 1:1 To the second point: As explained this is only the case on the ground, because friction cannot be emulated in DCS. It does not apply, when airborne. To the third point: it is impossible for you, maybe, but the far majority seems to have no problems with it, including our SMEs, who are happy with the FM as is, and further fine tuning will be done based on their feedback, and theirs alone. I get it, you do not want to get used to it and learn to fly it, because you disagree with how it is modeled. That is your prerogative. Just please don't expect us to change and re-code our FM and stick simulation to accommodate a minority, who does not like it. I can understand the blowback, what I cannot understand is not giving yourself enough time to learn how to fly the F-4 with precision as is. If most of us can, there is no reason why you wouldn't be able to either. I can only invite you again, to do so. As predicted, we are turning in circles, so please forgive us, if we move on from this discussion. As promised, we will have the thread that explains the simulation up, once we have time for it. If you want to revisit the topic then, we'll be happy to.
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