Jump to content

NineLine

ED Team
  • Posts

    32723
  • Joined

  • Last visited

  • Days Won

    100

Everything posted by NineLine

  1. We have no reason to believe the development of the F-15E will stop, so right now it is and will continue to stay in the E-Shop.
  2. We are as accurate as we can be given that these items are in development and we don't have a magic ball to know all items that would affect timelines. We wanted to provide you insight of what we are working on, but please understand that this is very much development. Kind Regards.
  3. No, we have already posted a statement on Discord and we wont be discussing it anymore until it's resolved. We are doing our best to get it all straightened out. We have nothing more to say on it.
  4. Please try and talk about what was in the video. More videos to come and more subjects to be covered. Thanks.
  5. We will release them as above. With each new video we will include them and the answers. Thanks!
  6. Actually, this Q&A was 100% driven by users so maybe you know the answers or didn't enjoy it, but others might. We have more videos on other topics coming soon. Maybe one of those will be more to your liking. Thanks for the feedback.
  7. Well so much for staying on topic. Closed. We will have a new topic for the next patch. Thanks.
  8. Why does it sound bad? And how is it an excuse it's simply a matter of not having the manpower right now to focus much attention on it? For any shortcomings, it might still have It's still my go-to for just simple flights around maps. I have not seen anything with it that would block my enjoyment of the aircraft. Do I want to see some things polished up on it? Sure but this goes for almost every module I look hard enough. But now we are waaaaaay off topic: This thread was meant to discuss things in the changelog. Any bugs or issues with the Yak or anything else, please take those to those sections. Thanks.
  9. Wags is working on a video right now I believe, so there is that to look forward to
  10. I have hidden a few posts. Please do not hijack this thread to be your personal argument section. Thanks. If it continues I will need to hand out warning points.
  11. Yak-52 has a few fixes in this upcoming patch, and the Mossie just got the new landing gear system the team designed. I do not think the Yak-52 is even in Early Access anymore. Yes it still needs some love but I am not sure there is anything game breaking at this point, and the Yak was always a special module as originally it was done as a private contract and added later when an agreement was made to allow it in DCS. If there is ever an important question that I miss I would be happy to be reminded or have it pointed out to me, the forums are quite busy, but in all fairness we are very available and open to talk just about 7 days a week, 24 hours a day, just ask my wife who asks why I am always working.
  12. That is not true, the reason we went to a single version of DCS was because of customer feedback, yes this will push the time between patches longer but we liked having the buffer release of Open Beta before. I will disagree with you here just looking at the last couple of changelogs, but then even the smallest updates can be important to line up for bigger ones. And while not ever update is gonna be an epic release they are all a means to the end of Early Access. Just looking at the last changelog: DCS: AH-64D by Eagle Dynamics Adding the FCR Mast-Mounted Assembly as a loadout option in the Rearm/Refuel menu. Fixed: Dedicated server doesn't start mission with AH-64D. Fixed: Crash on PLT when CPG activates AutoTrack in multicrew. Fixed: Setting the NVS to FIXED and pressing SLAVE crashes the game. Fixed: Crash while using FCR and alternate cursor trigger on FCR page. George AI tuning. Fixed: Gun - bullets go missing 3000m. Fixed: FCR will not operate after repair. Fixed: AI AH-64D gun position. Fixed: Missile RATE LIMIT and ROLL LIMIT are only occurring when rolling right. Fixed: ECS temperature errors. Fixed: RLWR and ADF audio channels are not synced in multicrew. Fixed: Inner cockpit element intersects with pilot wiper blade. Fixed: Renamed the rocker label on the EUFD to "DL". Fixed: IHADSS symbology text size is too small. Fixed: CPG range source is not repeated in Pilot symbology when in COOP rocket mode. Fixed: Switching distance from KM to NM will freeze TSD scale. Fixed: FCR symbology elements are not affected by the Symbology (SYM) brightness setting. Fixed: Command Heading chevron is not referenced to aircraft heading when Bob-Up mode is entered. Fixed: AGM-114L will not launch below 38 feet on Sinai map. Fixed: HSI Ownship reference errors. Fixed: AGM-114L is tracking a target but ACQ is displayed as "?SKR" in white. Fixed: HDG> on PAN page should be referenced to Magnetic North. Fixed: Leading zeros in Lat/Long Minutes are not displayed in Point Review status windows. Fixed: ENDR status window on TSD should be hidden when fuel flow is 0 LB/HR. Fixed: AUTOPAGE - OFF cannot be chosen on ASE page. Fixed: Activation/deactivation logic for C AUX, L AUX, and R AUX on FUEL pages. Fixed: Power interruption is triggering ENTR INU 1 BRST and ENTR INU 2 BRST advisories. Fixed: POINT ADD/EDIT is using MPD cursor position on TSD instead of coordinates on KU. Fixed: Nav range is not being entered when the SLAVE button is pressed if Laser range is present. Fixed: RFHO message should not have a LOCATION option on COM>MSG-REC page. Fixed: IAT messages are appearing in Pilot symbology. Fixed: CPG's Target STORE message not displayed on VID page in Pilot crewstation. Fixed: Target data from FCR TGT Report is used by FCR aircraft as its own if a scan was already performed. Fixed: AZ LIMIT is appearing in place of EL LIMIT when the gun turret is near the aircraft centerline. Fixed: AZ LIMIT, EL LIMIT, and COINCIDENCE are not interrupting the gun from firing. Fixed: AZ LIMIT from an inboard missile launch is being removed before the missile actually launches. Fixed: TEDAC "CAGE" and "LMC" lettering switched. Fixed: Hold mode indicator behavior when enabled/disabled. DCS: F/A-18C by Eagle Dynamics Fixed: Cold Start Datalink not working. Fixed: Crash when launching HARM. Updated flight model and FLCS (details in newsletter) Added new pilot helmets HGU-68/P and HGU-68/P with NWG. Fixed: MFD image in some sun light exposure positions is corrupted. Fixed: Incorrect Bingo Caution. Fixed: On the ground with both engines running only FUEL tank 2 depletes. Fixed: Fuel temperature 1000°C on the ENG page causing the FUEL HOT caution after repair. Fixed: Brake check holding at Mil power. Fixed: RADAR ALT does not always give a warning when set on the UFC. Fixed: Some knobs glow when turned off. Fixed: Check TK PRES LO Warning with center fuel tank when climbing above 20k. Fixed: Harpoons sometimes self-destruct too early when using HTP. Fixed: Radar target heading oscillating in both STT and TWS (and LTWS) for closely spaced targets. Fixed: Some knobs are lit in a cold and dark cockpit. Fixed: ATT Switch to STBY doesn't trigger "X" on FCS. Fixed: Keybind for Bleed Air not working. Fixed: Selecting TWS from a RWS STT will recenter scan line. Fixed: AACQ and Bullseye information overlapping. Fixed: 1 Look RAID adds a "0" next to the targets. Fixed: TDC on the RDR ATTK and AZ/EL pages does not show info for targets other than the L&S, when in STT. Fixed: STT could lock the wrong target. Fixed: JDAM indication is crossed out on the HUD when the JDAM is not aligned. Fixed: SHOOT and IN LAR cues not showing on the Left DDI. Fixed: Jamming targets are locked in ACM regardless of distance. Fixed: INS alignment on CV starts as RF but then switches to CBL. Fixed: PPLI doesn't work on Marianas terrain. Fixed: WARN ALT values do not fit on the A/C page. Fixed: SLAM indication is crossed out on the HUD and MFD when the SLAM is not aligned. Fixed: Light bleeds into the cockpit around the brake pressure gauge. Fixed: Cannot move scan center in VS. Fixed: AI nozzle and nozzle covers after shutdown are incorrect. DCS: F-16C Viper by Eagle Dynamics Fixed: Datalink doesn't work after cold start. When starting or restarting the aircraft, the MIDS switch must first be set to OFF. Only set to ON after the GPS switch has been set to ON for 60 seconds and the DED TIME page displays GPS SYSTEM. Fixed: Elevators remain in the position when control is released. Fixed: Crash may occur when exiting FCR OVRD. Fixed: Possible DCS crash upon release of GBU-24. Fixed: Possible crash when launching an IAM. Fixed: Markpoint created after VIP designation is offset. Fixed: Dogfight mode lock freezes mid-air. Fixed: Incorrect heading and distance to steerpoint with GBU-24. Fixed: Cursor Zero/SPI system not working in A-G. Fixed: Datalink doesn't work for maps in the Western hemisphere. Fixed: Holding MPO switch in OVRD commands a nose down pitch rate. Fixed: Training. JDAM mission wrong coords given to verify. Fixed: Differential stabilizer and rudder behavior in a Deep Stall with MPO engaged. Fixed: FLCS oscillations. Fixed: Maverick VIZ and TGP SPI not Working. Fixed: RWR BIT logic improvements. Fixed: AGM-65 EO sub-modes corrections. Fixed: Offset Aimpoint positioned incorrectly on HUD depending on previous steerpoint. Fixed: AGM-154A ETA and TTI incorrect. Fixed: DTOS/VIS/EO-VIS should not incur a slew to the Navigation cursor. Fixed: Cat 1 pitch oscillations at AOA limit. Fixed: A-G FCR mode invalid state. Fixed: AGR OVRD flashes GM radar return when pressed. Fixed: TGP mask cue erroneously flashes if TGP is placed into standby while TGP is masked. Fixed: 3-way switch for ANTI-SKID/PB doesn't engage Parking Brake. Fixed: HAD HARM target handover blanks out A-G radar. Fixed: Moving TDC with TGP in STBY moves SPI to present position. Fixed: Adverse small oscillations in TO\landing gains when banked. Fixed: AIM-120 SLAVE/BORE option not available. Fixed: Defog Lever movement. Fixed: HSD "FR/FL" filter function issues. Fixed: Changing Master Mode while TGP OVRD is enabled is causing erroneous TGP mode entry. Fixed: AGM-65 VIS can get locked onto steerpoint. Fixed: AGM-88 POS launch zone overlaps. Fixed: WCMD Impact timer inaccurate. Fixed: AGM-65 MLE scale only appearing in EO-VIS when WPN is SOI. Fixed: HSD FZ can cause some symbology to disappear. Fixed: HARM WPN TMS logic is incorrect. Fixed: Idle nozzle position too wide. Fixed: ARM L remains in HUD after R hard point disabled, and Laser arm is disabled. Fixed: AGM-65 VIS TMS forward on post designate can flash DLZ on HUD when no Mavericks remain. Fixed: Designating HAD symbol while in CCIP/STRF sub-modes causes TGP to slew away from CCIP pepper. No matter what you might think, all of these bug fixes are important. You do not know our resources or how the team works internally, we do not stop working on unfinished products to make new ones. We take on what we can handle. As well. We could stop working on maps all together and it would not speed up modules as they are separate teams all together. And while we have some cross-over specialists for aircraft, they are prioritized as needed to keep new things coming and current things improving. Pre-orders and Early Access are all optional. We appreciate those that take part, but appreciate those that want to wait just as much.
  13. Guys stay on topic please, if you want to make each other mad you can take it to DMs, or maybe just ignore each other and move on.
  14. No need, we have stated this will be addressed in the future, please keep the topic on Afghanistan and what kind of missions you can do. If you have bug reports to make on other aspects of DCS there are places for this. Thanks We have repeatedly stated this will be addressed, smarter AI requires a lot of work and the performance to handle it. In the meantime there are plenty of options in the Mission Editor to address most of this. At any rate please stay on topic, this is about things to do in Afghanistan, not bug reports for other aspects of DCS. Thanks
  15. We already have the ability to add sand storms in the Mission Editor, we are working on new fog and I hope we will see new dust effects as well for things like storms. Little too early to say, active development maps can float around as things are added and optimized. We want it to run similarly to maps like Syria and the like. With improvements we have made for maps recently we hope it will run well for most as most maps do now. Thanks.
  16. Please note the addition to the FAQ: Please note: The low vs high res areas will be analogous (similar) to what we have with Normandy 1944 and Normandy 2.0 Upgrade option. Thanks!
  17. This is what I said recently on Hoggit about this subject, I did double check with Kate to make sure I was on the correct page: Obviously all this is not fleshed out 100% so what I say is only based on what we have said in newsletters and some times Kate (the COO) has shared on DIscord. Current maps would not transfer to a world map, in that you couldn't copy and paste them into it based on the tech that it would use to create that world map. Some of the assets and such may, possibly, be able to be used to speed up the development of areas on a World map you might want to raise the details on but not sure how that will all work. But no, the area maps will not transfer (as we understand it at this time) as well Area maps will still have their place for era-specific maps (such as WWII), etc. All this world map stuff is still very fluid and heavily subject to change, but that is the current understanding right now.
  18. It's not as simple or straightforward as that. This map will most likely be the heaviest most detailed map to date. Add on to that the land needed to bridge that gap, if it was meant to be a playable area at the very least would not be a flat slab, and would not only be 300 miles to the coast (plus ocean) but the width of the the entire map. And the final straw is how many people would utilize this in the long run. Now you say, hey just make it a flat slab of land with 0 detail. Who wants to fly that distance and not have an somewhat decent-looking representation of the terrain, or at night without any city lights, etc? I know some diehards would and that's cool but the greater % of people are not going to want to or be able to commit to that flight time if only to get shot down or crash or what have you over the target. What % of people would fly that distance and does it warrant the development time being added? Now you might come back and say, well hey if you guys do a world map how is that going to work then? How will worldwide distances work? The answer there is it would be different tech, no doubt like some other flight sims and how they generate terrain and objects. There will be a trade off for a world map vs out more detailed area maps. I know I answered more than you asked but I hope this covers most of it. Not every map will make sense for Carrier Ops, in this case, this is one of them. I am not sure you are considering the distance and even if you are you are not considering that most users are not going to be interested in flying those distances for a mission. I get it that some love that sort of thing, but in this case its not possible and we have plenty of maps that carrier ops make total sense. There are many people who would not have been happy with a sacrifice of locations to add a carrier location as well, we have to think of all these things. The three zones are the High detail areas you will see (depending on what you purchase), and the outline is the map boundaries, these will not be high levels.
  19. When asked about this there was concern that much extra terrain, even in low detail would impact performance to greatly. Sorry. The only way I would image you could do it now would be disabling those zones when you don't need them. I have not heard of any plans for other solutions for this. Yes, I have hidden that comment now, I could see how it might confuse people.
  20. Many modules didn't make it in there, it was a short video and the focus was Afghanistan. Many times our video guys can only use what they have access to or other reasons. The Kiowa will get its day in the sun soon. When we have firm info on the size we can share. Thanks.
  21. This cannot be stressed enough, those that want the entire map will most likely still buy the entire map and nothing really changes.
  22. Nope, the coast is too far. It would impact performance not to mention it would be a hella long flight.
  23. ALl this can be communicated with how the mission or campaign is distributed just like what modules and maps it uses. Its not really an issue. People download missions for things they don't own all the time by not reading the description or the description not stating this. Its just another thing that we will all have to deal with as is appropriate.
  24. Yes, using the same tech as Normandy 2 update. Thanks
  25. How is that?
×
×
  • Create New...