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609_Relentov

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Everything posted by 609_Relentov

  1. FYI I've re-uploaded the AH-64D kneeboards archive, after adding another update section (11/1/2025) in the README file, containing the following comments: Update: 11/1/2025: After uploading (to the ED site) the latest kneeboard archive for the 10/31/2025 update below, it came to my attention that the “AH-64D Pilot” command "Consent to Fire" was changed to "George AI - Multifunctional Input (Center)”. This was mentioned in the DCS update https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.21.16362/: Renamed the "Consent To Fire" command in AH-64D Pilot Controls to "Multifunctional Input (Center)" to more accurately describe AI CPG functions added to this command in the DCS update on July 23. Unfortunately, the AH-64D Early Access Guide still shows the “Consent to Fire” George AI command, so it has not been updated. However, in DCS the change has already occurred. Thus, for the latest kneeboard update (10/31/2025) below, where the following command is mentioned in various kneeboards: Consent to Fire Please refer to the following command “in sim” in the “AH-64D Pilot” commands section: George AI - Multifunctional Input (Center) Going forward, I will update the kneeboards accordingly, but will probably wait until the Early Access Guide (or full User Guide) is updated with this command change before I upload a new archive to the ED site.
  2. FYI I've re-uploaded the AH-64D kneeboards archive, after adding another update section (11/1/2025) in the README file, containing the following comments: Update: 11/1/2025: After uploading (to the ED site) the latest kneeboard archive for the 10/31/2025 update below, it came to my attention that the “AH-64D Pilot” command "Consent to Fire" was changed to "George AI - Multifunctional Input (Center)”. This was mentioned in the DCS update https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.21.16362/: Renamed the "Consent To Fire" command in AH-64D Pilot Controls to "Multifunctional Input (Center)" to more accurately describe AI CPG functions added to this command in the DCS update on July 23. Unfortunately, the AH-64D Early Access Guide still shows the “Consent to Fire” George AI command, so it has not been updated. However, in DCS the change has already occurred. Thus, for the latest kneeboard update (10/31/2025) below, where the following command is mentioned in various kneeboards: Consent to Fire Please refer to the following command “in sim” in the “AH-64D Pilot” commands section: George AI - Multifunctional Input (Center) Going forward, I will update the kneeboards accordingly, but will probably wait until the Early Access Guide (or full User Guide) is updated with this command change before I upload a new archive to the ED site.
  3. Will do, TBH I didn't catch this subtle change: Renamed the "Consent To Fire" command in AH-64D Pilot Controls to "Multifunctional Input (Center)" to more accurately describe AI CPG functions added to this command in the DCS update on July 23. The Early Access Guide still shows "Consent to Fire" in the "Player-as-Pilot AI Helper Commands" section that I included in some updated kneeboards, so I didn't catch the change. I also checked in-sim and I see that change has already occurred. I will have to update the kneeboards to reflect the new command name, although it may take a while to get a new archive uploaded as my PC will be unavailable most of the next two weeks. Thanks for the catch...
  4. Hmm, I had checked that by downloading from the site to test. I just downloaded again and the files look fine. Is the date your showing above the last modified date? Looks more like the original file dates. Yeah if the George AI has more changes I’ll have to review again and tweak as needed. I didn’t realize there was another set of changes coming or I might have waited… oh well. At least I’m caught up for now …
  5. Actually I went through all of my AH-64D kneeboards, and updated all of the ones affected by George. On the player as pilot I changed most of them. In the player as CPG, the only ones I changed due to George were the ones in item 6 above, which I pulled as excerpts from the latest early access guide. For the remaining player as CPG kneeboards, I was playing DCS today and confirmed they are fine as is. The only George commands I mentioned when player is CPG are the FLT and H-B commands, which didn’t change (based only on the ones I mentioned in those kneeboards). Are there specific errors you see on the player as CPG kneeboards that I missed? Thanks
  6. With the changes to George AI (mainly for player as pilot), I've updated many of the kneeboards that included some George AI commands, as well as some other minor updates: 1) Updated the following kneeboards: AH-64D - AGM114 HELLFIRE GEORGE-1.png AH-64D - AGM114 HELLFIRE GEORGE-2.png 2) Replaced the following kneeboard: AH-64D - UNGUIDED ROCKETS.png With the following two kneeboards: AH-64D - UNGUIDED ROCKETS-1.png AH-64D - UNGUIDED ROCKETS-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 3) Replaced the following kneeboard: AH-64D - M230 30MM AWS.png With the following two kneeboards: AH-64D - M230 30MM AWS-1.png AH-64D - M230 30MM AWS-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 4) Replaced the following kneeboard: AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT.png With the following four kneeboards: AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT-1.png AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT-2.png AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT-3.png AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT-4.png Please delete the first kneeboard listed above, if previously installed, and replace with the four new ones above. 5) Updated the following kneeboards with minor spelling fixes: AH-64D CPG - AGM114 HELLFIRE-1.png AH-64D CPG - AGM114 HELLFIRE-2.png 6) Updated the following kneeboards AH-64D CPG - GEORGE HELPER INTERFACE - PLAYER AS CPG-1.png AH-64D CPG - GEORGE HELPER INTERFACE - PLAYER AS CPG-2.png AH-64D CPG - GEORGE HELPER INTERFACE - PLAYER AS CPG-3.png NOTE that with the George AI changes, the following kneeboard may be out of date, but it may still be helpful, so keep or remove it as desired AH-64D - GEORGE QUICK REFERENCE.png (with permission from Raptor9)
  7. With the changes to George AI (mainly for player as pilot), I've updated many of the kneeboards that included some George AI commands, as well as some other minor updates: 1) Updated the following kneeboards: AH-64D - AGM114 HELLFIRE GEORGE-1.png AH-64D - AGM114 HELLFIRE GEORGE-2.png 2) Replaced the following kneeboard: AH-64D - UNGUIDED ROCKETS.png With the following two kneeboards: AH-64D - UNGUIDED ROCKETS-1.png AH-64D - UNGUIDED ROCKETS-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 3) Replaced the following kneeboard: AH-64D - M230 30MM AWS.png With the following two kneeboards: AH-64D - M230 30MM AWS-1.png AH-64D - M230 30MM AWS-2.png Please delete the first kneeboard listed above, if previously installed, and replace with the two new ones above. 4) Replaced the following kneeboard: AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT.png With the following four kneeboards: AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT-1.png AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT-2.png AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT-3.png AH-64D - GEORGE HELPER INTERFACE - PLAYER AS PILOT-4.png Please delete the first kneeboard listed above, if previously installed, and replace with the four new ones above. 5) Updated the following kneeboards with minor spelling fixes: AH-64D CPG - AGM114 HELLFIRE-1.png AH-64D CPG - AGM114 HELLFIRE-2.png 6) Updated the following kneeboards AH-64D CPG - GEORGE HELPER INTERFACE - PLAYER AS CPG-1.png AH-64D CPG - GEORGE HELPER INTERFACE - PLAYER AS CPG-2.png AH-64D CPG - GEORGE HELPER INTERFACE - PLAYER AS CPG-3.png NOTE that with the George AI changes, the following kneeboard may be out of date, but it may still be helpful, so keep or remove it as desired AH-64D - GEORGE QUICK REFERENCE.png (with permission from Raptor9)
  8. Sounds about right - I just wish the developers would make some sort of statement about it, acknowledging it and giving some sort of state of the effort to debug/fix it…
  9. Still seeing this issue as well. Strangely, I had been flying some Contention Cold War server on MP recently, and I hadn't seen the issue much when looking north east - although I was flying more in the south portion of the map. However, tonight I loaded a practice map on CWG flying as a MP mission, and while flying in the north (around Laage airfield) I saw the same issue as before - basically I can't look north east without my FPS dropping to the teens.
  10. I put together some simple procedural kneeboards for the MiG-29A Fulcrum, placed in the User Files section. https://www.digitalcombatsimulator.com/en/files/3347292/ As stated these are not official procedures, just what I've put together as a quick reminder on how to employ various weapons on the MiG-29A Fulcrum (after not flying it for a while, or in this case, while learning a new module). Kneeboards include: MIG-29 FULCRUM - AIR-TO-AIR BVR ACM R-27R ER-1.png MIG-29 FULCRUM - AIR-TO-AIR BVR ACM R-27R ER-2.png MIG-29 FULCRUM - AIR-TO-AIR BVR ACM R-27T ET R-60 73-1.png MIG-29 FULCRUM - AIR-TO-AIR BVR ACM R-27T ET R-60 73-2.png MIG-29 FULCRUM - AIR-TO-AIR BVR ACM R-27T ET R-60 73-3.png MIG-29 FULCRUM - AIR-TO-GROUND UNGUIDED WEAPONS.png Enjoy! AKA_Relent (ED forums: 609_Relentov)
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  11. I uploaded a new Zip, now version 1.52 Changes include: - Added options for BLUE A-10A, AJS37 to carry rear aspect (RA) IR missiles - Added options for BLUE F-4E, F-5E-3, Mirage-F1CE to carry rear aspect (RA) IR missiles at BVR distances - Added options for RED Mig-23MLD, Su-25A, Su-25T attack aircraft to carry rear aspect (RA) IR missiles - Added options for RED F-4E, F-5E-3, MiG-21bis, MiG-27K, Mirage-F1CE, Su-24M to carry rear aspect (RA) IR missiles at BVR distances ############################################################################################ Previous update, version 1.51 Changes include: - Added MiG-27K as an OpFor aircraft for the Vietnam/70's era aircraft - Updated more of the OpFor aircraft on the RED side (Vietnam/70's era, bombers) to have more options for IR missile types (i.e. AA and RA)
  12. If you can see the target, or know the aspect vs your direction (e.g. you see the target’s radar emission on the RWR), one thing you can do is have Jester switch the scan type to narrow and maneuver to keep the target within ~10-20 degrees of your nose (Jester Command: Radar > Scan Type > 25/50mm Narrow). That has helped in my case to get Jester to find and lock a target sooner as the scan rate (ie. reduced azimuth) is faster. If that doesn’t work, and you can see the target and still have enough separation (e.g. 10-20 miles) you can ask Jester to switch to boresight mode (Jester Command: Radar > Boresight > Enter BST). Then maneuver, placing the target within the reticle and ask Jester to lock the target (Jester Context Action - click & hold).
  13. Yep, realize it's Ugra, but BigNewy has responded on another CWG map issue(s), so I thought I'd include him in case he has anything to add or to keep him/ED informed. As for turning off shadows, for me it was a false-positive; seemed to help for one sortie, but then back in the air in a new spawn and the FPS dropped as per usual looking northeast (while flying in the north). So, seems that there is still a lot of optimizing that needs to be done with the CWG map IMO.
  14. I uploaded a new Zip, now version 1.2 Changes include: - Updated script to work with dynamic spawn slots in multiplayer missions - Added the OH-58D as a helicopter BluFor aircraft type for CAS option - Added the F-4E as Vietnam/70's era BluFor aircraft for SEAD options using the AGM-45, and for CAS operations using the AGM-65
  15. I uploaded a new Zip, now version 1.5 Changes include: - Updated script to work with dynamic spawn slots in multiplayer missions - Added the OH-58D as a helicopter OpFor aircraft type, one option with stinger AA missiles, and one without - Added the CH-47A as a helicopter OpFor aircraft type
  16. @MAESTR0 @BIGNEWY Can you give any thoughts on this issue? As it’s persisting even with the last update, is this something Ugra has acknowledged and is actively working to fix/improve? Any comments would be appreciated, as the northern part of the map is unplayable with the FPS drop as noted in this thread. Thanks
  17. Ok thanks for confirming. Too bad, this is why I liked the original quick mission builder as you could define more parameters prior to generating the mission.
  18. I’ve only used the QAG a few times, but noticed if you choose a SEAD mission type, if you click on the ADD button under Targets you can only add more Air Defense sites. So if you wanted some enemy aircraft guarding the SAM sites you can’t do it (unless you save the mission and edit in the ME). Edit: After submitting I saw this same request was made in another QAG feedback thread, so apologies for duplicating.
  19. When starting the QAG, for me it’s always initially loading the CWG map (even if I opened a Caucasus mission in the ME prior), and thus it takes a long time to load. Then, you have the option to choose the map you want. The better option is to not load a map at all, but if you HAVE to load a map, use a smaller map like the Caucasus or Marianas map, so we can relatively quickly get to the UI. Thanks
  20. It seems better to me after the update. While I have seen the FPS drop into the 30's (from 60 max), so far it has only been temporary and gone back to 60 after a short while, like something was loading, when looking northeast from the top 1/4 of the map. Before the update I had FPS drop down into the teens and 20's, and sometimes they would stick for a while and/or not go back up to 60 FPS but continue to drop when looking northeast. Edit: As has been the case since I first flew on the CWG map, the FPS issue has been inconsistent. Unlike my previous experience post-update, today it seemed worse, as the FPS was dropping to the high teens and low 20's when looking north east from the north 1/4 of the map. So, once again I can't say it's consistently better after the update. I really hope Ugra and team can look into this issue.
  21. I've made updates to one kneeboard that has expanded it to two pages: F-4E - AGM-45-1.png F-4E - AGM-45-2.png In addition to some slight procedural updates, I've updated the table showing the SAM/RADAR/RF Guidance Unit types with expanded entries, and fixes. I only show the SAM/Radar/RF guidance type combinations that the AGM-45 was actively tracking, based on my testing. Please delete/replace the following kneeboard with the two replacement kneeboards above: F-4E - AGM-45.png
  22. I noticed that now when I open the kneeboard in a module, in most (all?) cases there is automatically a pre-set pinned page, namely the first page after the default maps. This is cool, as well as our ability to pin any page we want once we spawn into a module. My request is to also automatically pin the first page of a user supplied kneeboard. For example, in the F4E module, HB has put in a bunch of pre-loaded kneeboards (e.g. for me, located in "D:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\F-4E\Cockpit\KNEEBOARD\pages"), so when I open the kneeboard and click the pin to get just past the default maps, I then have to navigate through the dozens of HB kneeboards before I get to any user created kneeboards I've (or others have) created. It would be nice if when spawning in a module, DCS would automatically detect user added kneeboards and pin the first one (alphabetically by kneeboard file name I would suspect) for us (located in the Saved Games folder, e.g. "C:\Users\xxxxx\Saved Games\DCS.openbeta\Kneeboard\F-4E-45MC"). Thanks for your consideration. AKA_Relent
  23. Yes, I left it after changing the values as Spicy had shown, in the autoexec.cfg in Saved Games/Config: options.graphics.Precaching = { around_camera = 10000; around_objects = 5000; around_types = {"world", "point"}; preload_types = {"map", "world", "mission"}; } It didn't seem to improve anything, after which I tried the increase in VM/swap file which seemed to have made the biggest impact. I may switch the precaching back to the default and see how it performs. Edit: After using the default values for around_camera and around_objects (50000, 10000, respectively) by renaming the autoexec.cfg file, I flew in the CWG map again - the FPS dropped a couple times looking north east, after the first time it stabilized back to 60, but after a while it came back. Hard to say, as it's not always consistent, but I think I will use the updated (i.e. 10000 and 5000) values again, as it seemed smoother to me before in combination with the larger swap file.
  24. Adding a reply to support this wish list item, to have the AI fighters fly more realistically (meaning tone down their BFM abilities a bit).
  25. It's a slippery slope, which is why I had so many edits after a lot of trial and error :). So far, with my VM/swap file (temporarily, until this issue is fixed) equaling my RAM (i.e. 65,536), I have found my FPS has for the most part been staying pegged at 60 (as I use VSync) when operating in north CWG map and looking east/north-east - plus I had toned down my settings a bit as well. I'm hoping Ugra puts out a fix for this so I can lower my VM back to a more reasonable size.
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