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Everything posted by Wags
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Dear all, A few, important updates: Based on clear language in a rather public F-16 manual, APG-68 search returns (small white square with vector line) represent only the initial radar detections that the radar has not Doppler correlated well enough to declare them to be valid radar tracks. Earlier, the time to resolve a search target to a tank target was excessive. The effect of radar look-down is being tuned to be less aggressive. It is now possible to have a valid track on a look-down target (MiG-29) more than 30 nm. Naturally, this greatly depends on RCS, Vc, and other factors. We have implemented multiplayer datalink sharing of radar contacts over the datalink of valid track targets. Earlier, this was limited to only STT targets. This essentially allows players to run radar silent and maintain SA based on flight member datalink sharing. The next step is to implement this for the AI. It is our hope that these items will be available in the July update, but it will greatly depend on testing results and completing remaining sub-tasks. We understand how important these items are to many of you, and I wanted to provide a little sit rep. Kind Regards, Wags
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Dear all, Following our projects meeting today and review of the DCS: F-16C Road Map, we have decided to return several items to the planned features of Early Access release. https://forum.dcs.world/topic/278635-dcs-f-16c-viper-roadmap/ These include: Sniper XR Targeting Pod. RWR Handoff PRF Tones. Radar Velocity Search Mode. Whilst Date Transfer Cartridge (DTC) and Mission Planner is on the Road Map, this is a much larger item that is not just an F-16C item. As such, it will need to come after the module exits Early Access. As mentioned before, once the Viper exits Early Access, we’ll release a roadmap of planned additional features. On a different matter, we’ve been having “lively” internal discussions regarding the F-16C radar regarding detection versus bug range and the effect of radar look down angle. This has included a review of numerous documents and discussions with SMEs. We are making good progress to resolve these issues for a July update. Kind regards, Wags
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Manual Bombing Mode Coming in the next Open Beta update will be the addition of the Manual (MAN) bombing mode. I lacked the time needed to create a video on this, so please accept this text instruction. Manual weapon delivery provides the capability to release conventional weapons and rockets when trajectory calculations are not performed or when conditions exist which prohibit computed nonmanual) releases. For conditions when aiming symbology and delivery cues are not available on the HUD, delivery can be achieved by using the HUD primary or standby depression reticle. Manual mode bypasses all calculations of the MMC and releases the weapon(s) immediately at WPN REL button depression, provided MASTER ARM is selected. The primary reticle consists of two solid concentric circles 50 mR and 100 mR in diameter with a 2 mR dot in the center. The standby reticle consists of two concentric dashed circles 50 mR and 100 mR in diameter with a 2 mR cross in the center. Both are selected via the HUD Control Panel. Reticle depression can be varied from 0 to 260 milliradians and is controlled by a thumbwheel knob on the ICP. The depression angle is displayed on the HUD (lower left side) in milliradians. The reticle depression knob has two detent positions: one at the gun boresight (0 mR depression) and one at the missile boresight (52 mR depression). All other HUD symbology is blanked when the standby reticle is displayed. The BRT knob on the ICP must be off for the standby reticle to be visible. Manual weapon delivery consists of selecting the MAN delivery option on the SMS format, manually depressing the reticle to the depression angle associated with the planned release parameters, achieving the planned release parameters while at the same time ensuring that the reticle coincides with the target, and depressing the weapon release button. When the entered release pulses are greater than one on the MFDS SMS page, the release interval will appear directly above the release pulse (RP) setting. A range of 0.000 to 4.000 seconds can then be entered for the release interval. If the manual weapon delivery option is selected, the MMC displays navigation mode symbology on the HUD. Depressing the MSL STEP button will select the CCIP submode. If rockets is the selected weapon and the delivery mode is manual, depressing the missile step push-button selects the CCIP-Rockets delivery option. Once in CCIP-Rockets, the missile step push-button will have no effect on the delivery mode. Manual Weapon Procedures: 1. ICP - Verify A-G display. 2. MFD - Select/verify correct weapon and MAN delivery option. 3. HUD - Select/verify reticle depression and symbology. (a) Select primary or standby reticle via HUD Control Panel. (b) Select reticle depression in milliradians via RET DEPR knob on ICP. 4. Maneuver to planned release conditions. 5. MASTER ARM switch - MASTER ARM or SIMULATE (as desired). 6. WPN REL button - Depress. Release occurs upon depression of WPN REL button regardless of release conditions required for accuracy.
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Sniper pod, DTC, VSR radar gone from "Desired systems"?
Wags replied to Comrade Doge's topic in DCS: F-16C Viper
Dear All, After our projects staff meeting yesterday, we decided on the DCS: F-16C Viper features list that would bring it out of Early Access. There comes a point where a module is at a complete enough state (of course some will take issue of where that line is) that it provides gameplay well worth the base price. When at that point, we take it out of early access and move it to normal pricing. That does NOT mean that development ceases. The only real change is the price. The current desired features list is regarding the state to remove it from early access – hence the topic title update and separate list. As mentioned, once out of early access, we'll release a new list of desired features to add post-early access. This list will contain all the items moved from the early access list and several more. I have generally been making notes of all changes to the early access desired features list, but it’s on me that I forgot to make a note yesterday. Mea culpa. Kind regards, Wags- 46 replies
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Dear all, Although we released a large and well-received flight model and flight control system update earlier, we have not been sitting on our hands. We will soon be further improving these aspects of the Viper. You will be able to attain up to -3.4G. Bring on the creative jinks! Removed FLCS flight transition mode between gear down and gear up. Nose will be rock steady. Same holds true if you get slow and the flaps come down. This results in a much more stable nose pointing in a fight. DFLCS roll rates have been improved/increased. The yaw oscillation when on the deck at high speed is a memory. With sufficient energy, the Viper will now hold 9.3G. Gear down / AAR door open roll gains have been adjusted to be more accurate. Takeoff and landing mode FLCS gains have been improved. DFLCS gun compensation has been improved in roll and yaw when slow. Manual Pitch Override (MPO) switch will override the negative G limiter. Kind regards, Wags
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Dear all, To better support carrier operations, we plan to add changes to the Hornet kneeboard for the May Open Beta that will include: ATC radio frequency TCN channel ICLS channel Link-4 frequency BRC Final heading Wind over deck Press "K" to view the kneeboard. Kind regards, Wags
- 226 replies
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DCS: F/A-18C Features Roadmap for Early Access
Wags replied to Kate Perederko's topic in DCS: F/A-18C
Listed status updated on 4/21/2022.- 382 replies
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Dear all, For the next Hornet Open Beta update that is planned for late-April 2022, we plan several improvements. While these may change during the testing stage, they will probably be: Addition of the Automatic Carrier Landing System, ACLS. Addition of the Link 4 datalink for carrier-to-aircraft communications. Addition of ACLS On/Off and Beacon On/Off to carrier Mission Editor advanced waypoint actions. Corrected the Auto-Throttle Control (ATC) Approach mode such that it no longer moves the throttles to idle. Addition of donor datalink tracks to the AZ/EL page. Corrected MIDS track ID on SA display. Changed the Electronic Countermeasures, ECM, such that when in XMIT it will use radar in priority rather than jammer in priority. This will allow the radar to operate with ECM transmitting, but at a lower radar detection capability. Adjusted the radar look-down capability that factors in radar sidelobes. Corrected radar slant range. Ground units are now more visible on A-G radar. Corrected “ghost” contacts when using TWS. Corrected AGR message flashing error. Corrected SLAM-ER / DL13 unlimited munitions error. Corrected some HUD symbol overlap errors. Corrected TOO coordinate saving when stepping targets. Kind regards, Wags
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Dear all, In an upcoming Viper update, we will be adding category (CAT) fuzing options from the SMS/CNTL page. Based on the fuze CAT, you will be able to set fuze options. We are starting with CAT 1 fuzes with the ability to set the Arming Delay (AD) value that determines how fast the bomb arms after being released, and the Armed Delay 2 (AD2) that determines the time from impact that the fuze will activate and detonate the bomb. This now allows delayed fuzing. If the AD value is set such that the bomb would not fuze before weapon impact, a LOW indication will appear right of the flight path vector. If you release in such a condition, the bomb will not fuze/detonate. For now, the focus is on CAT 1 fuzes: CAT 1: Impact fuzes requiring only an arming delay CAT 2: Altitude fuzes requiring an arming delay and burst altitude CAT 3: Time fuze requiring an arming delay and burst altitude CAT 4: Rockeye fuzes requiring two arming delays and burst altitude Kind regards, Wags
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Attitude / Position mode will come later, but only when you are between 0 and 4 knots. So, you will still need to get yourself into a stable hover first. It will not be a magical button you press to miraculously put the -64 into a hover. Kind regards, Matt
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Thank you, all, and have fun! A lot of hours, devotion, and passion has gone into this from all the programmers, artist, designers, IT, and managers. Kind regards, Matt
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We are working on the ability to be in either seat for network play. It will require careful testing, and it is coming. Kind regards, Matt
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You can go to UTIL page and set the launchers to stow. Casmo talks about this in his rockets video, please give it a watch. Kind regards, Matt
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Either or both your collective and throttles are probably not zeroed out. Kind regards, Matt
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The TADS has a built-in level of stabilization, but LMC on the target (don't slew) can provide a rather stable look at the designation point. Later, we'll be adding the additional stabilization options. For now though, it just takes a little practice with the LMC. Kind regards, Matt
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Dear all, Although it does not have the same meaning it did before the advent of digital media, today, DCS: AH-64D went “gold”. Meaning, that the code is locked and will not be touched unless we discover a crash or error that severely impacts gameplay. We are in the final phase! Just as a reminder, once the DCS: AH-64D is released into Early Access, the 30% pre-order price will end and move to 20% for the duration the module is in Early Access. e-Shop: DCS: AH-64D (digitalcombatsimulator.com) We thank you for your patience during these last few months. We trust that the quality of the Early Access release will be up to your expectations. Kind regards, Wags
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DCS: AH-64D Early Access Guide Available To give you a head start learning to fly and operate the AH-64D, we have released the Early Access manual. Please find the PDF document here. https://www.digitalcombatsimulator.com/en/downloads/documentation/AH64D_flight_manual_en/ Spanning 361 pages, the guide provides a detailed accounting of all the history, sensors, weapons, systems, and basic tactics of our AH-64D. The guide is a work-in-progress, and as new systems are added to the module, the guide will be updated. We believe, more than anything else so far, that the guide illustrates the extreme amount of detail and care that has gone into this project. Enjoy. Kind regards, Wags
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Sooooon.
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Today we integrated Offset Aim Points (OAP) into our internal version. This will allow you to create two offsets from a Steerpoint (OA1 and OA2) from which you set a point to conduct an attack when set as the SPI. This is normally done on the AG radar page (TGP is possible too), and often when a good radar track cannot be had on the programmed Steerpoint or target. On the HUD, they appear as a triangle when selected from the Sighting Options at OSB 10. Kind regards, Matt
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It simply orients the pilot to the nose of the aircraft. Given the non-stabilized nature of the HDU, and even more so at night, it can be easy to lose nose-reference. This helps maintain that reference, and it can be used as an aiming reference. Kind regards, Matt
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reported Trim with slip indicator always nose left?
Wags replied to MstrCmdr's topic in Bugs and Problems
With rockets, you'll want to be in aerodynamic trim such that the rockets fly true. If not, you can fly in nose-to-tail trim, which may feel more natural, and safer for NOE flying. Kind regards, Matt -
At the start of the video, I made a point to explain and show the head tracker symbol. Perhaps a few missed that part. Kind regards, Matt
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Warning and Caution lights.
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Dear all, I apologize that the video was not at clear as it should have been for some of you. It’s really a simple technique to quickly put rockets on target that was taught to me by a 64 pilot. Let me try again. When shooting a rocket, you are solving for azimuth and range when aiming. Assuming that you are first set up for aerodynamic trim, you simply place the pointy, right end of the head tracker over the desired impact point. In the case of the video, it was the ACQ Source. You would not center the head tracker over the target because the flight path vector is off to the right, so you need to compensate azimuth aiming a smidge. To set range, just move your head up and down to place the center of the I-beam at the range of the target. It does not need to be aligned in azimuth… that is what the head tracker is doing. This is just one technique; I plan to create another video for rockets that will explain another technique that may make more sense to some of you. In the end, it’s the end result that matters most, and use the technique that works best for you. Kind regards, Matt
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