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NineLine

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Everything posted by NineLine

  1. What area will this map include? The map includes all or large parts of Italy, Serbia, Slovenia, Croatia, Bosnia and Herzegovina, Montenegro, Kosovo, and North Macedonia. The map also includes portions of Austria, Albania, Hungary, and Romania. How large is the map? 1200x1000 km. What airfields will be included? Italy: Aviano, Istrana, Brindisi Casale, Galatina Fortunato Cesari, Trieste, Taranto Grottaglie, Bari, Amendola, Gioia del Colle, Venezia. Serbia: Pukovnik, Sjenica, Morava, Nis, Belgrad, Ponikve Slovenia: Cerklje, Lubljana. Croatia: Pula, Zadar, Zagreb, Zeljava, Split. Bosnia and Herzegovina: Sarajevo, Mostar, Tuzla Montenegro: Podgorica. North Macedonia: Skopje. Kosovo: Prishtina. How much will the map cost? Early access price: 39.99 USD and final price: 49.99 USD. When is the early access release planned for? By the end of 2026. What are the currently high detailed areas? Please see the attached map. The green area includes high and medium detail and the amber area is low detail. As always, this is subject to change during development.
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  2. I'll check your old track and see if it still shows the issue. Thanks
  3. Some adjustments had been made vs fast-moving targets, but anything weird you see, please include a track so I can check it out and add to the report. Thanks.
  4. So getting back to this, I removed all units and triggers except the convoy, and it manages to make the journey just fine, so it seems to be some combo of the route, vehicles and interaction that's causing some issues. Perhaps try adjusting the location or number of enemy units in the area where it gets stuck?
  5. Hey@Devil 505, such sling loading would be more of a DCS core feature rather than one for the CH-47 alone. Currently, the Chinook development is focused on finishing the native modes of the DAFGCS, and then the next big thing should be a new multi-rope system. This has already started on the engineering side of development. Thanks.
  6. Please understand that this was simply a tease from one of our Beyond videos; generally, we do not even set up a forum section till much closer to release. Everything is still being decided, and information is being collected; we will have a better idea of what will come when the time is right. Releasing too much too early and having it change is not a good way to go. Thanks.
  7. Yeah I tried this as well but just moved the sticking point, it's a bit of a narrow passage and just weird it's on vehicle type that does it. If it wasn't a time sensitive route I am sure you could hack the path, but being a mix of vehicles and attacking targets on the way adds to the complexity.
  8. I am sorry, but what does this have to do with the WWII Asset pack? I dont remember these units being promised anywhere, but I can easily forget sometimes, please let me know where this was promised. All I know about is the remaining aircraft. Thanks.
  9. M60A3 Reported, M1A2 & M1A2SEP Reported. Edit: All Leo's Reported, Challenger 2 Reported.
  10. Where was this marked correct as-is? Please also understand that we do our very best to try to cover the entire forum in a timely manner, but it's a lot easier to see that one post you made than look at the hundreds of posts from hundreds of people. It does appear the M60 is overachieving and at the very least, the SEP is underachieving. I have not checked anything else yet, but I will discuss with the team. The bug report is a little rough; rather than trying your hardest to be sarcastic, it is a better approach to share what public info you can to prove your point, and if it doesn't get seen, DM someone.
  11. So, this has been a weird one, but finally, I replaced all the FV107 Scimtars with Strykers, and the column stopped getting stuck. I THINK it might be the pathfinding on that road; there is a weird glitch in it, and the FV107 being tracked might be why it's getting stuck, so the workaround right now is that. I am gonna test some more and talk to the devs to see if we can find the exact result, but if you look at the path on that road, there is a weird jink. EDIT: So it seems, right now anyway, that only the FV107 get stuck in that one corner; it could still be a pathing issue, but I will discuss with the devs.
  12. Seems we drifted a little off topic here, please stick to the OH-6A.
  13. This should be fixed now, thanks.
  14. Feel free to check again; this should already be fixed and in release. Thanks.
  15. Hi, we will be doing a more comprehensive roadmap later. Thanks.
  16. As I understand it, they are allowed to use the X-ray damage model if they wish to do so. We generally encrypt things we find can be abused, stolen or used as cheats. Sounds might fall under this for sure.
  17. Please be nice to each other. Thanks.
  18. There is nothing in real-world documentation that states (that we have seen) the TGP must be in POINT track specifically to perform a position fix using the TGP. In the manual excerpt posted in the OP, it even states "in AREA or POINT track modes" at the top of the page.
  19. From the DCS F-16 manual. It specifically says that inputting a markpoint via MGRS direct entry cannot be done.
  20. In the next DCS update, the F/A-18 will be getting a new DTC feature: RWR Reprogramming. The F/A-18 ALR-67 radar warning receiver (RWR) can only display 16 radar symbols on the DDI/AMPCD EW display or Azimuth Indicator; unless the LIMIT button is enabled on the ALR-67 control panel, which limits the display to 6 radar symbols. With these display limitations, the RWR automatically prioritizes these threats to ensure the most relevant radar threats are presented to the pilot. Up until this point, the F/A-18 RWR prioritized threats based on three tiers, with each subsequent tier out-weighed by the tier listed above it: Threat Lethality - All radars that are detected to be in a "Launch" mode in which the radar is likely guiding a missile are of a higher priority for display than those radars that are only in "Tracking" or "Search" modes; and all radars that are in a "Tracking" mode are of a high priority for display than those radars that are only in "Search" mode. Threat Type - The type of radar is prioritized according to the threat table uploaded to the RWR software. Those that are higher in the table are prioritized for display over those below it. Signal Strength - The strength of a radar's signal is weighted against others of the same radar type. If two radars of the same type are detected, the stronger signal will be prioritized for display over the weaker signal. These tiers of prioritization remain un-changed with this new DTC feature, but now players and mission makers have direct control over tier 2 and can reprogram the threat tables to suit the mission or their individual preferences. The F/A-18 RWR is reprogrammed by accessing the Threat Tables/Countermeasures (ALR-67) partition of the DTC and selecting the DIS TYPE tab. Five independent threat tables may be uploaded at once: NORM, AI, AAA, UNK, and FRND; and may be selected from within the cockpit at any time using the DIS TYPE knob on the ALR-67 control panel. Each individual radar type can be moved up or down in the displayed table using the arrow buttons along the right side of the table itself. The Display checkbox determines which threats are actually programmed into the RWR database. If any of these boxes are un-checked, the RWR will not be programmed to recognize these radar types. In this example, only the friendly coalition is equipped with Patriot SAM batteries, so that radar is un-checked to de-clutter that friendly radar type from the RWR display. The FRIEND checkbox determines which radar types are classified as friendly by the F/A-18's avionics. This not only affects the symbol presentation on the DDI/AMPCD EW display, but it also determines which AI threats (airborne radars) may be decluttered from the SA and ATTK RDR displays, depending on the FRIEND setting below PB 8 on the SENSORS sub-level of the SA display. The ASPJ XMIT checkbox determines which radar types are jammed by the F/A-18's onboard self-protection jammer if those radar types are detected to be in "Track" or "Launch" modes. This may be useful to focus your electronic attacks against specific threat types or to avoid shutting down your own FCR due to the ASPJ is transmitting when it would not be ideal. These threat tables are uploaded along with the CMDS programs by pressing the ALR-67 PB on the MUMI display.
  21. In the next DCS update, the F-16 will be getting a new DTC feature: RWR Reprogramming. The F-16's ALR-56 radar warning receiver (RWR) can only display 16 radar symbols in OPEN mode or 5 radar symbols in PRIORITY mode. With these display limitations, the RWR automatically prioritizes these threats to ensure the most relevant radar threats are presented to the pilot. Up until this point, the F-16 RWR prioritized threats based on three tiers, with each subsequent tier out-weighed by the tier listed above it: Threat Lethality - All radars that are detected to be in a "Launch" mode in which the radar is likely guiding a missile are of a higher priority for display than those radars that are only in "Tracking" or "Search" modes; and all radars that are in a "Tracking" mode are of a high priority for display than those radars that are only in "Search" mode. Threat Type - The type of radar is prioritized according to the threat table uploaded to the RWR software. Those that are higher in the table are prioritized for display over those below it. Signal Strength - The strength of a radar's signal is weighted against others of the same radar type. If two radars of the same type are detected, the stronger signal will be prioritized for display over the weaker signal. These tiers of prioritization remain un-changed with this new DTC feature, but now players and mission makers have direct control over tier 2 and can reprogram the threat table to suit the mission or their individual preferences. The F-16 RWR is reprogrammed by accessing the Threat Tables (ELINT) partition of the DTC and selecting the RWR tab. Two independent threat tables may be uploaded simultaneously, HIGH and LOW, which can be toggled from within the cockpit at any time using the ALT button on the Threat Warning Auxiliary control panel. Each individual radar type can be moved up or down in the displayed table using the arrow buttons along the right side of the table itself. The Display checkbox determines which threats are actually programmed into the RWR database. If any of these boxes are un-checked, the RWR will not be programmed to recognize these radar signals. In this example, only the friendly coalition is equipped with Patriot SAM batteries, so that radar can be un-checked to declutter that friendly radar type from the RWR display. The SEARCH checkbox determines which threats are hidden from the RWR display when the SEARCH button is not enabled on the Threat Warning Auxiliary control panel. These radar threats will still be recognized by the RWR, but will only be displayed and inserted into the priority ranking when the pilot enables SEARCH. This can be useful to hide any radars that cannot perform tracking or missile guidance functions, but can also be used to selectively hide any friendly radars while retaining those types within the programmed RWR database. The UNKNOWN checkbox functions identically to the SEARCH checkbox, but corresponds to the UNKNOWN button on the Threat Warning Prime control panel adjacent to the RWR Azimuth Indicator itself. This can be useful to hide any radars that the player wishes to selectively declutter from the display, such as friendly radars, naval radars, etc. These threat tables are uploaded by pressing the ELINT OSB on the DTE MFD format.
  22. Questions here should be related to the FAQ if you are having issues or needing help, you would be better off starting a new thread. Thanks!
  23. In the next DCS update, George AI Pilot will be receiving some improvements to his existing logic and behavior in an effort to make him more realistic along with several new features to make him more capable. The most noticeable change is the addition of an AI Helper Interface wheel that functions in a similar manner as what is seen when controlling the AI CPG, which will help players understand which commands are available at any given time. The second change is the addition of a new command to the AH-64D CPG controls called "Multifunctional Input (Center)", which functions similarly to the Consent To Fire command for the AI CPG in that it corresponds with the actions displayed within the center of the AI Helper Interface wheel. Accordingly, the Consent To Fire command in the AH-64D Pilot controls has been renamed to "Multifunctional Input (Center)" to more accurately represent the evolution of this command following the changes to George AI CPG in the July 23rd update to DCS. In the graphic below, the new AI Helper Interface is shown for when the player is in the CPG seat, with some new commands identified when the interface is in Flight (FLT) mode. The player can now toggle the AI Pilot's speed reference between ground speed (GS) and true airspeed (TAS) with a short press (<0.5 seconds) of the Multifunctional Input command; or toggle the AI Pilot's altitude reference between radar altitude (R) and barometric altitude (B) with a long press (>0.5 seconds) of the Multifunctional Input command. One additional change that is worth noting is that the Right-Short commands have been swapped between Combat (CMBT) and Flight (FLT) modes to improve the workflow when using the AI. Now, when the AI Interface is set to FLT mode, Right-Short will command George to navigate the current route; and when the AI Interface is set to CMBT mode, Right-Short will command George to turn to where the player is looking. New Speed Settings & Altitude Conversions When set to FLT mode, the player will have additional speed options, which can be particularly useful when trying to creep along the terrain at NOE altitudes or when trying to synchronize a planned time-on-target. These speed options will now include 20, 40, 60, 75, 90, 100, 110, 120, and MAX, with the new speed options underlined. When toggling the altitude reference between radar and barometric, George will now perform a correct conversion between the AGL and MSL equivalent altitudes based on the elevation of the terrain below the helicopter. This will aid in a more natural switch between altitude references. Ground Operations George can now be commanded to perform start-up and shutdown procedures by accessing the new Ground (GND) mode of the AI Interface any time the helicopter is landed. FULL START - George will perform a full start-up procedure from turning on the battery to preparing the helicopter for takeoff. ENG FLY - George will initialize all systems, start the engines, and bring the Power levers to FLY, but will leave the APU on and wheel brakes applied until the player commands him to turn off the APU and release the brakes. Alternatively, this may also be used to command him to start the APU and apply the wheel brakes after landing. ENG IDLE - George will initialize all systems and start the engines, but will leave the Power levers at IDLE until the player commands him to bring the Power levers to FLY and/or prepare the helicopter for takeoff. Alternatively, this may also be used to command him to start the APU, apply the wheel brakes, and bring Power levers to IDLE after landing. APU ONLY - George will start the APU and initialize all systems and announce when he is ready to start engines. Alternatively, this may be used to command him to start the APU, apply the wheel brakes, and shut down the engines after landing but keep all systems initialized with the APU on. SHUTDOWN - George will perform a full shutdown procedure, to include shutting down the engines, powering down systems, turning off exterior lighting and the APU, and switching off the battery. CMWS ON/OFF - George will toggle the CMWS power on/off. When CMWS is on, he'll set the CMWS/NAV switch to CMWS for combat operations. When CMWS is off, he'll set the CMWS/NAV switch to NAV for non-tactical flights. Defense Settings In order to provide a more efficient workflow during missions, the CMWS mode has been removed from the typical AI Interface flow of FLT -> H-B -> CMBT and can only be accessed using a long press (>0.5 seconds) of the George AI - Show/Hide command. In addition, a new command for commanding George to configure the exterior lighting has been added, and the mode itself has been renamed to Defense (DEFN). The following exterior lighting configurations can be selected using the Right-Short AI Helper command. DAY - Day, non-combat operations. Anti-collision lights set to WHT. NT BRT - Night, non-combat operations. Anti-collision lights set to RED and navigation lights set to BRT. NT DIM - Night training missions. Anti-collision lights set to OFF, navigation lights set to DIM, and formation lights set to BRT. NT FORM - Night training/combat missions. All lights off except for formation lights. LTS OFF - Night training/combat missions. All lights off. Improved Flight Logic George's overall flight logic has been improved, most notably to avoid exceeding the engine or drive train limitations or ensuring the helicopter has sufficient power for what the player is asking George to do. George will use the PERF page calculations to properly assess the power margins and will now provide verbal feedback to the player if he is asked to adhere to airspeed or altitude parameters that exceed the acceptable power margins for the current gross weight, altitude, and temperature. In addition, he will automatically switch between "nose-to-tail trim" at low speeds and "aerodynamic trim" at high speeds. NOTE: Although George's flight logic has been improved, it is still possible to force him into a situation in which he may collide with terrain or obstacles, particularly when he is being ordered to adhere to extremely low altitudes, operate with a high gross weight and narrow power margins, or fly at MAX speed (or a combination of these factors), the player should use prudence when selecting the airspeed and altitude combinations, and occasionally cross-check his flight path just as a real crewmember will typically do. As an example, if the helicopter does not have sufficient power margin to clear a ridgeline, the player can order George to slow to 75 or 60 knots TAS to improve his climb rate or climb angle. But if that is not sufficient, the player should order George to alter heading to avoid the rising terrain. When the AI Interface is set to Combat (CMBT) mode and the player presses the Up-Short command, George will perform the following contextual behavior. ALIGN TO TADS - George will align the nose towards the azimuth of the TADS sensor. ALIGN TO NTS - George will align the nose towards the FCR Next-To-Shoot (NTS) target. However, if the player's selected sight in the CPG seat is set to TADS or FCR and has actioned rockets, George will turn towards and actively maintain horizontal alignment with the Rocket Steering Cursor for 30 seconds, permitting the player to engage moving targets with rockets or make subsequent aiming adjustments. An updated George AI chapter describing the improvements to George AI Pilot will be included in a future edition of the DCS AH-64D Early Access Guide, but will not be finished in time for the upcoming update. We hope that these new features to George AI Pilot will allow players to utilize the front gunner seat more effectively across more phases of each mission while improving the player's reliance on George's piloting abilities.
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