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IronMike

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Posts posted by IronMike

  1. Dear all,

    unfortunately we have no changelog for this patch, as the team is preparing the F-4 release, we thank you for your kind understanding. Rest assured that soon after the F-4 release updates and patches will return to a normal for both Viggen and F-14, and of course we did not forget about the remaining items to bring both out of EA. Thank you for your very kind patience in the meantime!

    As of course the Viggen was made compatible with the recent Open Beta, please be so kind and give us your feedback, should any new issues be spotted. Thank you as always for your continued support!

    • Like 5
  2. Dear all,

    unfortunately we have no changelog for this patch, as the team is preparing the F-4 release, we thank you for your kind understanding. Rest assured that soon after the F-4 release updates and patches will return to a normal for both Viggen and F-14, and of course we did not forget about the remaining items to bring both out of EA. Thank you for your very kind patience in the meantime!

    As of course the F-14 was made compatible with the recent Open Beta, please be so kind and give us your feedback, should any new issues be spotted. Thank you as always for your continued support!

    • Like 6
    • Thanks 6
  3. On 3/17/2024 at 12:50 PM, Tango3B said:

    Damn…🤣🤣🤣

    Okay, I guess we expected this entire situation already and this basically explains why we have not seen more videos of the F-4, yet…so no hard feelings there. Also, it’s the Phantom so it is certainly worth the wait…I mean, a certain F-4F in a special livery is basically parked right outside my living quarters on my airbase. And from what I saw this very livery will even be included in the DCS F-4E package - how cool is that? IronMike, Cobra…you guys need to promise something, though. As soon as the F-4E is becoming more stable please show real gameplay footage of it to make the wait more bearable. Anyway, good luck guys…

    Promise, however though arranged for cinematic emphasis, all our footage in the trailers is taken and flown in game, as you would do yourself. So in a way it is actual gameplay footage, ofc minus say showing maps, overlays, etc etc... But everything else is recorded via gameplay, if you like, just cut, arranged and ofc complimented with additional footage etc to make it shine.

    That said, I of course know what you mean, and it will come before release, either done by ourselves or together with content creators.

    • Like 7
    • Thanks 1
  4. 3 hours ago, Urbi said:

    Thanks for your answer Iron Mike. I still have until next month. You should know what it means to report a dispute with PayPal. 6 months waiting time is not acceptable. Then you shouldn't have paid in advance. I have the right to go this route. So you will have to justify yourself and I will receive at least one answer for the non-fulfillment of the purchase contract, which you are withholding from the users here.

    My apologies, I am not sure I understand what you mean? What exactly are we withholding?

    What I meant was, that we will make sure that you get your money back, even if PayPal does not help you. By all means you have every right to go any route you desire of course.

    • Like 4
  5. 19 minutes ago, Kiwispirits said:

    Does the offer to extend the preorder discount for those that cancel at this time apply to those who preordered via DCS?

    If so, how does one go about cancelling a pre-order please? This is not because of the delays but rather as your videos have come out I feel the module is more complex than I wish to deal with at this time.

     

    Please simply contact ED support for a refund in this case. The pre order discount will extend only to those who decide to refund now (for whatever reason), and decide to re-purchase within the first two weeks after release.

    If you run into any troubles regarding your refund, please be so kind and contact us at support@heatblur.se

    • Like 3
  6. Dear all,

    with our sincere apologies for both the late update and delay:


    Unfortunately, and with a heavy heart, we had to decide for a delay for the DCS: F-4E Phantom II release. We prepared a detailed update for you, if you would like you can read up on it here:

    https://store.heatblur.com/blogs/news/of-delays-and-silence


    Furthermore we prepared an in depth, regular development update for you all, to bring you up to speed about the state of the module, as is, on what remains to be done, and what is already complete:

    https://store.heatblur.com/blogs/news/of-delays-and-progress-part-ii


    Finally, we would like to share the long awaited EPISODE III of our Phantom video introductions, regarding Navigation in the F-4E Phantom II this time.


    Thank you all for your amazing support and extermely kind patience in these past few weeks.

    Your Team Heatblur

    • Like 38
    • Thanks 10
  7. 13 minutes ago, Urbi said:

    Anyone can read on the Internet what advance payment means. I have exactly the same opinion as the majority of users who find the long waiting time unbearable. Since I paid with PayPal, buyer protection will be lost in the near future. I will report the incident as non-received goods and cancel the purchase contract and demand my money back. thank you Heatblur Simulations for this monetary policy.

    You can also write us directly to support@heatblur.se and we will provide you a refund, no questions asked, paypal buyer protection expiring or not. This has always been and will continue to be our policy. Our sincere apologies for the wait.

    • Like 7
    • Thanks 1
  8. Dear all,

    as always we would like to ask you kindly for your feedback for the current patch. While this patch is small in nature, we still hope you enjoy the new additions to complement your TARPS scenarios. If you haven't yet, you can check out the Greyflag server, where specific TARPS missions are being offered to quench that recce thirst! As always, thank you for your kind and continued support!

    DCS F-14 Tomcat by Heatblur Simulations

    • Added AN/ALQ-167 ECM pod as a visual loadout model for TARPS missions.
    • Added ECA countermeasure pod visual models for TARPS missions.
    • Fixed AI Wingman 2 and Wingman 4 issues in the Comms menu.
    • Like 2
    • Thanks 3
  9. Dear all,

    as always we would like to ask you kindly for your feedback for the current patch. This time we bring you a major overhaul of the cockpit, based on @MYSE1234's excellent work, who, as you know, joined our team to strengthen the efforts on the Viggen side of things. We are looking forward to your feedback and as always thank you for your kind and continued support! Enjoy!
     

    DCS AJS-37 Viggen by Heatblur Simulations

    Major art revision and refinements for better accuracy and useability. Special thanks to Viggen maestro MYSE.

    • Added missing lights to the upper airbrake. 
    • Corrected landing lights mounting angle and properties.
    • Changed taxi light properties for more accurate angle and intensity.
    • Remade the Distance indicator to show the distance more accurately. 
      • Range accuracy is now within +- 100m (1000m), average accuracy is +-40m (400m).
    • NEW: Added optional Imperial altimeter and distance indicator.
    • NEW: Implemented major art corrections and refinement pass for entire DCS: Viggen cockpit, non exhaustive list including:
    • Modified model of pitch trim indicator, break pressure gauge, oxygen gauge, nozzle position indicator.
    • Rotated EP13 glass, and changed HUD and radar screen.
    • Evened out lighting strength on instruments
    • Fixed broken lighting on some instruments
    • Fixed some degenerate normals across the entire cockpit mesh.
    • Removed the black paint on panels being illuminated 
    • Added "LJUS RADAR" symbols to illuminate radar brightness and BELYSNING to illuminate cockpit illumination.
    • Added arrow illumination on FR22 panel, and MIL flag on distance indicator.
    • Fixed white lines in the radar display moving with the sweep
    • Removed lens flare from lights.
    • Added night lighting to warning flag on CI.
    • Changed FLI needles and wings to be lit more realistically
    • Added dots on panels to see what position the rotary switches are in
    • Added STD cover lighting effect
    • Clearer and more accurate warning panels. Also dotted a few Å,Ä and Ö, and added some missing lines.
    • Redder altitude warning light, brighter AP light and ALT warning light, and clearer radar range numbers.
    • Thickened altimeter 0.5 lines and added text on weapon jettison and X-tank jettison covers.
    • Added emissiveness to the α 15,5 button for nighttime visibility.
    • Updated placement of selected CI scale (15,30,60,120 lights): Moved toward the bottom of the scope
    • Updated CI compass bug size: Made wider and slightly thicker, and updated 12 o'clock marker size and shape.
    • Added missing lights to Fälld last, Trans/Rev, AP buttons, Reverser handle, CI bearing bug.
    • Changed colour of FÄLLD LAST and TRANS/REV rights, to orange and yellow respectively
    • Changed cartridge reader model and texture to fit new DTC
    • Animated throttle linkage to move with the throttle more accurately and attached rear half of throttle linkage for linked movement.
    • Animated canopy lever linkage to move more accurately
    • Made FLI ball horizon fixed in rotation per real device.
    • Increased “SNURK” button size and 
    • Fixed duplicated VFR/IFR chart.
    • Fixed clipping on the left ejection rope and added the right side ejection rope.
    • Updated KB panel model/texture
    • Updated placement of FLI parts to align with each other, recentered FLI ball and remastered FLI ball texture entirely.
    • Added Dzus fasteners to the right annunciation panel, made the oxygen switch larger, and added separate white startup marks on the right annunciator panel.
    • Put emergency instruction illumination switches to TILL
    • Added Illumination to FR22 “GRUPP” and “BAS” text, and updated rollers for both.
    • Added illumination dimming to the annunciation panels.
    • Added mounting screws for the AOA indicator, made altimeter knob larger, changed textures on altimeter settings controls.
    • Made the arrows on FR22 change with Instr. lighting knob
    • Made the instruments on the left panels change with Instr. lighting knob
    • “Radar light” changes colour with pol filter changes
    • Added glass “windows” to FR22 “GRUPP” and “BAS” selectors
    • Made the “MKR” knob girthier, and updated its textures.
    • Changed size of waypoint buttons and changed WP panel textures slightly.
    • New Data panel model
    • Added 6 o’clock marker on CI compass, glass to ADI slipp ball, and missing glass to CI.
    • Added “PK/FK” button on left wall panel
    • Adde missing text to INSTR Belysning and FLI Bel and changed colour of several lamps.
    • Added text on “ALLMÄNBEL” knob, changed NÖDFRIGÖRNING decals and added FK on master mode.
    • Changed “LJUS RADAR” knob model, added several decals on emergency trim panel.
    • Added numbers to temperature control and text to radio test knob.
    • Changed AFK light colour to orange
    • Made “α15,5”’s button “on” light larger 
    • Changed model around the RWR lights and changed RWR light textures.
    • Added screws to CI modelled compass
    • Made FR22 selector panel’s “AM” and “FM” lights to illuminate individually to show which is selected
    • Changed altimeter “STD” select animation to move the knob out, instead of in. It also moves more
    • Changed distance indicator model and centered hands on clock.
    • Added text on HUD brightness knob: “LJUS SI”
    • Slightly changed orientation of reverser handle.
    • Increased size of speed indicator knob.
    • Added animation for correct start pos for speed indicator hand
    • Like 13
    • Thanks 6
  10. 9 hours ago, SuperKermit said:

    And how would that work?

    Ground troops place a beacon that knows range and distance to a target. The beacon then gets shielded and hidden. It is not active until pinged by the F-4's radar. Once it does, I am simplifying, it transmits bearing and range to target and once overflown, iirc, like the IP, hold bomb button and steer on target and it will release. So you can do it in full cloud cover, etc. Potentially you could place such beacons a year in advance, for certain potential future targets, say like a factory building, a bridge etc, undiscovered, until needed. 🙂

    There is yet another mode, skyspot. It is similar to beacon, but it is rather a radar signal/ pencil beam pointed into a specific direction, which you intersect with the airplane, and get similar info as with beacon. This mode will not be implemented, at least for the moment we do not plan on implementing it.

    • Like 8
    • Thanks 1
  11. Dear all,

    as we published the F-4E Manual today, we hope you all enjoy reading it and getting a head start for your very own F-4!

    Of course we would kindly like to ask you for feedback and suggestions - of any kind. Please use this thread to help us keep an overview.

    Here is the manual link again:

    https://f4.manuals.heatblur.se/
     

    Note: access to GitHub and the pdf version will follow a bit later.

    • Like 16
    • Thanks 7
  12.  

    First In, Last Out! Enjoy this gameplay trailer of upcoming wild weasel fun in DCS: F-4E.
     

     


    Today, we're also proud to unveil and unleash the pre-release manual for our F-4E, available here:

     

    https://f4.manuals.heatblur.se/

     

    Get your reading glasses on and enjoy learning about your new ride. Feedback is welcome; and we look forward to expanding the Phantom manual with your suggestions and contributions.

    Please Note: GitHub and PDF Link are not live yet.

    Your Heatblur Team

     

    • Like 37
    • Thanks 11
  13. 15 hours ago, 79Au said:

    This rivet counter approach wouldn't be such a problem if they gave us more than 2-4 numbers per squadron. But apparently the livery guy likes to move on to the next fancy paint scheme rather than dealing with the disadvantages and consequences of using static numbers. (There was a screenshot on reddit and it looks like we're getting a grand total of 2 numbers per squadron for the F-4. But 200 different squadrons, of course🙄) I don't mind rivet counting but what I do mind is ending up with just 4 numbers after 4 years of early access. (F-14) At this point I'd rather have "generic" dynamic numbers. HB's way of doing liveries is overambitioned and badly executed. 2 static numbers per squadron, not again, no thank you, hard pass.

    The phantom will have dynamic modexes. 🙂

    • Like 6
    • Thanks 5
  14. 1 hour ago, Phantom12 said:

    Ive just been flying the versions included with the latest OB. Havent had any issues with triggers or huge mission bugs. Maybe an audio playing out of time here or there or playing over one another but nothing game breaking. Dont think that task was optional. It was stated that the ground element would be in trouble if they werent shot down. Like I said maybe this has to do with AI updates. I saw a few videos where people just ripple fired aim 9s at them carelessly and they went down but these days they seem to use flares much more effectively.

     

    I guess well have to agree to disagree. I understand its a bit of a matter of perspective. But other than R1M5 :

      Reveal hidden contents

    with all the TALDS, and friendlys on scope managing jester to find the right target is a bit of a challenge. And these guys actually shoot back.

    and maybe R1M8 the AI wont shoot first let alone shoot back and tend to get swarmed by AI F-14s, and half the time even before the AI can kill them they get deleted via trigger. I dont think the point about hero scenarios really makes sense either.... by the end of the first real "combat" mission in R1M5 I already had more kills than Tom Cruise ever got in Top Gun.

     

    Yes Syria runs fairly poorly, and my system is definitely not fully up to it, but I make do. Im only running an old Rift CV1. R1 I only really had problems when all the Tomahawks and TALDs were in the air... R2 it seems alot is linked to Incirlik, all the buildings and airfield scenery are pretty heavy... nothing to be done about these. But even around incirlik once it loads these things it chugs along fine until someone starts bombing things 200NM away.

    Thank you for your feedback. I will see if I can make the hinds a bit dumber, take away their flares, etc.

  15. On top of that TWS was not really used as an attack mode. RL is vastly different from DCS. First of all you have an entire flight section, your flight, AWACS and all kinds of integrated support, so the scenario "me alone against 6" is highly unlikely. Secondly, anyone ran from an F14 nail or spike, most of the time. The deterrent from the F14 was so high that just being there was usually enough, and lastly, PDSTT was a much more reliable mode to attack, with your wingmen sorting targets and the entire flight group backing you up, you would not need to launch a phoenix in TWS. Your opponent also cares much more about his life, and getting spiked/launched at would usually result in bugging out, which IRL is as good as shooting down.

    And also also, the US would rather destroy an enemy's air force on the ground than in the air, so even during large scale conflicts like Desert Storm or Iraqui Freedom, etc, skirmishes in the air would be the rare exception, most of the enemy's air capability got destroyed nicely parked on their airfields, before even taking off.

    • Like 7
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